Yarr! The pirate crew challenge


Advice

Grand Lodge

Note: if you are one of my Skull & Shackles players, leave now! Captain's orders!

Here's a challenge for all of you who love creating characters. Design one (or more) character for my PCs' pirate crew!

The gist
I'll be running the Skull & Shackles AP, mixed with Razor Coast, as a sandbox adventure using the P6 rules. One of the important features of that campaign is the PCs will be able to recruit valuable NPCs to have them join their pirate crew. Later on, these recruited crew members can join the PCs on their adventures as if the PCs had the Leadership feat. Those characters need to be memorable, and the PCs should really see the interest of each character. I'm not really good at designing characters, so I'm turning to you for creative ideas!

The rules
Each character submitted can only have 6 class levels (since level progression stops at 6th in the P6 ruleset), but can have up to 10 additional feats to complete his/her build. If you're familiar with the E6/P6 systems, signature feats are not necessary. Any class/archetype in Paizo material is fair game, except for the pre-unchained Summoner and its archetypes. The game has guns and cannons, so any black powder type is welcome. Lastly, it's a game that won't be using alignment, so you need not bother with it, and the pre-requisites based on alignment don't exist.

The goal is to create a character that my PCs would love to have as part of their crew, either crunch-wise or flavor-wise (or both!). The submitted characters I like the most will be added to my campaign, with full credit to you for creating that character, of course.

Format
Here's an example of the format for your ideas of characters.

Name:

Race (ethnicity):

Why your character should like to join a pirate crew (short... or not, your choice):

Your character in one sentence:

Build:
1st -
2nd -
3rd -
4th -
5th -
6th -
Additional feats:

Key pieces of gear (magical or not; apart from the Big Six):

May Besmara look favorably upon your sails!

Note: this thread was also posted in the Skull & Shackles forum. I'm posting it here because I know how capable a lot of the Advice forum people are at making creative and interesting builds.

Scarab Sages

Name: Okoume Syel

Race (ethnicity): Mgwangi (Bonuwat)

Why your character should like to join a pirate crew (short... or not, your choice): Born among the Ijo Tribe, Okoume was blessed by Shimye-Magalla with the power to control the wind. On her 15th nameday she was captured and sold into slavery by the Ombo. Drawing on her control of the wind, she was able to escape and find her way to the freedom of the sea.

Your character in one sentence: Human aerokinectist.

Build:
1st - Point Blank Shot, Precise Shot, Burn, elemental focus, gather power, gusting infusion, kinetic blast Air
2nd - Elemental defense, air's reach
3rd - Elemental overflow +1, Extended Range infusion, Weapon Focus (Kinetic Blast)
4th - Voice of the Wind
5th - Pushing Infusion, infusion specialization 1, metakinesis (empower), Deadly Aim
6th - Elemental overflow +2, internal buffer 1, wings of air
Additional feats: Extra Wild Talent

Key pieces of gear: Bracers of Falcon's Aim


Name: Wendy Anna Jones

Race (ethnicity): Human Varisian

Why your character should like to join a pirate crew (short... or not, your choice): Wendy has always loved the sea, born on a passenger ship on its way to the Shackles, she signed up for mercernary work protecting crews whereever she could. Lately however the work has been unfulfilling and she longs for greater adventure and danger.

Your character in one sentence: Human Vexing Daredevil (Mesmerist)

Build:
1st - Two Weapon Fighting, Weapon Focus (Whip), Hypnotic Stare, Painful Stare, Consummate Liar
2nd - Towering Ego, Trick: Mesmeric Pantomime (Str or Dex Skill checks only)
3rd -Whip Mastery, Improved Feint, Dazzling Feint: Blinding Strike
4th - Trick: Misdirection
5th - Combat Expertise, Manifold Tricks (2 tricks)
6th - Greater Feint, Trick: Spectral Smoke
Additional feats: Improved Trip, Greater Trip, Two-Weapon Feint, Skill Focus (Bluff), Weapon Finesse, Agile Manuevers

Key pieces of gear (magical or not; apart from the Big Six): Gauntlets of the Skilled Manuever (Trip), 2 whips

Note: goes for the multiple trips, feints targets to help those with SA's get them, Hypnotic stares friendly casters targets to help will save spells work, or Painful Stares enemies to deal d6 precision damage. Successfully Feinting an enemy affected by Hypnotic stare applies her Dazzling Feint Blinding Strike ability.

Dark Archive

Dotting.

Grand Lodge

Imbicatus wrote:
Okoume Syel

This is a very interesting character, thanks for sharing! I can see my PCs really want to recruit him, even dub him "Mr. Fusrodah" (many of them have played Skyrim).

Alric Rahl wrote:
Wendy Anna Jones

I love this character! I think she really lends herself well to the P6 format, since she can really use the extra feats to become even scarier than she is. I see many roleplay interactions with her, based on the fact that she's always hiding something or not saying the truth, even if she *thinks* she's telling the truth. Maybe a hidden past full of troubles will resurface once she's an established member of the crew?

Scarab Sages

GM Lithrac wrote:
Imbicatus wrote:
Okoume Syel

This is a very interesting character, thanks for sharing! I can see my PCs really want to recruit him, even dub him "Mr. Fusrodah" (many of them have played Skyrim).

She is very useful to a pirate ship as well. She can provide at will gust of wind for ships movement. She has at will flight for much better scouting/spotting than just a crow's nest. She also has long range sniping that is useful to anyone, and can use her blasts to push foes overboard. She can relay messages with voice of the wind.


1 person marked this as a favorite.

Yar har ho!

Yo ho har!

Scallywags of the Sea, are we!

We fight like beasts, an' men do flee!


I believe Xultan needs a friend. So I present:

Name: Nurf Flashybang, the goblin who rejects fire for the sky's mighty power! (AKA, lightning)

Race (ethnicity): Goblin of course.

Why your character should like to join a pirate crew (short... or not, your choice): Loot, and saltwater conducts electricity really really well.

Your character in one sentence: Bomb focused alchemist

Build: Alchemist, normal bombs do elec instead of fire damage. 9 Str, 21 Dex, 14 Con, 13 Int, 9 Wis, 11 Cha
1st - Point blank shot, Fire bomber archetype, just replace fire with electricity
2nd - Infusion discovery, focuses on handing out resist energy extracts, cures, bomb buff extracts
3rd - Precise shot
4th - +1 Dex, Explosive Bomb
5th - Extra discovery: Concussive Bomb
6th - Breath Weapon bomb
Additional feats:
Quicksilver Mutation (Ex): Nurf came from the Mana Wastes and was mutated by the rampant energies there. Her body has visible veins of mercury running through her skin. As such, she uses Dex instead of Int to add to her Bomb damage and additionally is immune to electricity. She can also make bombs if she is out of daily uses by bleeding herself, taking 1hp damage per damage die of her bombs per additional bomb she creates.

Key pieces of gear: A cursed wand that has a 50/50 chance of triggering a wild magic burst whenever used, but otherwise has 2d4/day uses of infernal healing. Using it when it's out of uses of infernal healing automatically triggers a wild magic burst.
And a cursed ring of mage armor that gives her constant +4 armor to AC, but also makes her sink like a rock, applying a -10 to swim checks.

Nurf is strange girl, standing quite tall for a goblin, her skin a dark green run through with veiny silver. She rarely wears clothes because they have a tendency to catch fire. Why they catch fire she can't explain, but she's tired of being burned. And no one really is surprised by a nudist goblin anyway.

Liberty's Edge

Name: Maughtai the Bullyboy

Race (ethnicity): Half-Orc

Why your character should like to join a pirate crew (short... or not, your choice): "Simple enough, really. I enjoy the work, and the folks on a pirate crew give me what matters most: RESPECT."

Your character in one sentence: An imposing brute unafraid of using violence to get his way.

Build: Bullyboy Fighter. 17(+2 with belt)/14/15/7/12/14
1st - Power Attack, Intimidating Prowess
2nd - WF (Earthbreaker)
3rd - Dazzling Display
4th - WS (Earthbreaker), +1 CON
5th - SF (Intimidate)
6th - Shatter Defenses
Additional feats: Gory Finish, Enforcer, Persuasive, Iron Will, LR, Toughness

Key pieces of gear (magical or not; apart from the Big Six): I built him with a Belt of GS, unaware if that's part of the Big Six or not. He also has a shaving kit, a mwk. Earthbreaker and a set of Full Plate (yes, he wears full plate in the middle of the ocean).


Name: Aerial

Race (ethnicity): Sylph

Why your character should like to join a pirate crew (short... or not, your choice): She believes in a might-makes-right, the strong-take-from-the-weak society. As a powerful arcane user, she feels she's at the top of the pecking order.

Your character in one sentence: A dedicated blaster sorcerer/wizard specializing in electrical fireballs.

Build:
1st - Crossblooded Sorcerer (Orc / Air Elemental)
2nd - Wizard (Air Domain)
3rd - Wizard (Air Domain)
4th - Wizard (Air Domain)
5th - Wizard (Air Domain)
6th - Wizard (Air Domain)

Additional feats: Spell Focus (Evocation); Spell Specialization (Fireball); Scribe Scroll; Eschew Materials; Reach Spell; Selective Spell

Blodline Arcana: Can change any spell to electrical damage, +1 damage / die on blasting spells, darkvision 90', light sensitivity.
Air Supremacy: +2 to Flay, cast Feather Fall and Levitate at will

Spells Prepared / Known: 0 Detect Magic, Resistance, Acid Splash, Read Magic, Prestidigitation, Ray of Frost, Mage Hand; 1 Shield (CL 1, cast 3/day), Electrical Burning Hands 5d4+5 DC 18 Ref x2, Mage Armor (5 hours), Magic Missile x3 (3 missiles, 1d4+2 each) 2 Summon Monster 2 (5 rounds), Reach Shocking Grasp (5d6+5 touch attack) x3, 3 Wind Wall, Selective Electrical Fireball 7d6+7 DC: 20 Ref x2

Key pieces of gear (magical or not; apart from the Big Six): Bonded Item, also a Ring of Protection +1; Pearl of Power L1

Attributes: Str 8 Dex 16 Con 12 Cha 11 Int 20 Wis 8


Alric Rahl wrote:

Wendy Anna Jones

I love this character! I think she really lends herself well to the P6 format, since she can really use the extra feats to become even scarier than she is. I see many roleplay interactions with her, based on the fact that she's always hiding something or not saying the truth, even if she *thinks* she's telling the truth. Maybe a hidden past full of troubles will resurface once she's an established member of the crew?

Haha thanks. I just came up with it on the spot. In a regular Rules game this is alot to get going but once there, she has the best action economy available. And yes Bluffing is how she got her first mercernary job, since she didnt appear very strong. But being Quick and nimble has come in quite handy for her.

Grand Lodge

Imbicatus wrote:
She is very useful to a pirate ship as well. She can provide at will gust of wind for ships movement. She has at will flight for much better scouting/spotting than just a crow's nest. She also has long range sniping that is useful to anyone, and can use her blasts to push foes overboard. She can relay messages with voice of the wind.

Definitely. Her skills will make her a very valuable crew member, I think. Keep!

Darskol wrote:
Fire Emblem reference.

I love that game and had completely forgot about that scene. A good laugh!

Myrryr wrote:
Nurf the mighty-sky-alchemist

Yet another very funny and enjoyable character, keep them coming! I don't mind the rule twisting at all, in my opinion the interest of the narrative (as well as flavor) comes first. I'd definitely add her as well, thanks for sharing.

lucky7 wrote:
Maughtai

A very straightforward and efficient character, thanks for sharing! Unfortunately I think he's pretty much the orc version of what one of my players plans for his PCs (his will be a saltbeard dwarf though).

meanmutton wrote:
Aerial the wizard

Interesting, and also very efficient I think. The air domain is an unusual choice for an elemental/orc crossblooded dip, since we usually see the Admixture subschool being used. Why not!


Alrighty...

How about Hrulgin, the centaur telekin!

Name: Hrulgin Threkna

Race (ethnicity): Centaur, (upper half is dark skinned, like a Mwangi, lower half is white furred)

Why your character should like to join a pirate crew (short... or not, your choice): Hrulgin is an oddity among centaurs, enjoying the rolling sea to the rolling plains. She had difficulty finding passage on normal ships, but a pirate crew was willing to take in the big four legged woman with her supernatural talent and ability to run on the water as though it were dry land.

Your character in one sentence: Annoying telekin

Build: 14 Str, 18 Dex, 21 Con, 10 Int, 16 Wis, 9 Cha, Savant trait for perform oratory, uses Wis for the perform skill instead of Cha
1st - Aether element, extended range, weapon focus (blasts)
2nd - Force ward, Basic Telekinesis
3rd - Foe Throw (Yes she got it early because it's that awesome), Toughness
4th - Telekinetic Haul, 1 pt to Con
5th - Extreme Range, Skill Focus (Perform: Oratory)
6th - Telekinetic Invisibility
Additional feats:

Key pieces of gear (magical or not; apart from the Big Six): Horseshoes of the Zephyr.

Hrulgin is a woman of a poetic bent and will happily talk your ear off of wise proverbs and helpful advice. She unfortunately couches all of this in very strange idiosyncracies, such as trying to also do it in haiku or saying very simple things as though they are profound truths. She focus on Stealth, combat control (tossing people overboard is a favorite, as is yanking them to her while she stands the ocean), and is a great help moving cargo and plunder with her telekinetic haul.
Just don't get into a conversation with her unless you wanted to kill several hours.


GM Lithrac wrote:

meanmutton wrote:
Aerial the wizard
Interesting, and also very efficient I think. The air domain is an unusual choice for an elemental/orc crossblooded dip, since we usually see the Admixture subschool being used. Why not!

For a seagoing campaign, the air school's abilities to levitate and, later, fly at will are really useful.

RPG Superstar 2012 Top 32

Name: Culder "the cap'n" Hargraves

Race (ethnicity): Human (Taldane)- heart of the sea racial alternative

Why your character should like to join a pirate crew (short... or not, your choice): when his father died he split his large shipping business between Culder's older brother (Greyson) and younger brother (Liam), and left his hard-drinking brawl-prone middle son only one boat and an exhortation not to squander it. to everyone's surprise Culder cleaned himself up and captained the boat himself. his desire to prove himself led to taking many risky contracts, one of which ended in a shipwreck. He was the sole survivor, drifting to shore on a piece of the hull with the ship's anchor in tow. since then he has returned to drinking and brawling and takes on work on whatever vessels will have him (including smugglers, slavers, and pirates).

Your character in one sentence: Culder is an anchor toting badass with a weakness for strong drink and a past that haunts him.

Build: Eldritch Guardian/Mutation Warrior fighter 6
- as much strength as possible; con>dex>wis>int>cha; parrot familiar with sage archetype (Culder knows very little, but his talking parrot is fairly knowledgeable)
traits: barroom brawler, rough and ready
1st - iron will, power attack
2nd -
3rd - tougness
4th - furious focus
5th - cleave
6th - vital strike (?)
Additional feats:

Key pieces of gear (magical or not; apart from the Big Six): his anchor, which is chained to his wrist. it is all that remains of his inheritance and he uses it as a weapon in combat (an improvised weapon; damage as greatclub- with his traits he takes no non-proficiency penalty, and actual gets +1 to hit/damage with it; if at all possible he would have had masterwork transformation cast on it and gotten it enchanted as a weapon)


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

Use a variant of the following pirate character that I had posted in another thread. He's a little higher level than you requested, but since you're giving extra feats, the build should still work wonderfully at level 6.

Ravingdork wrote:

Kujo the Butcher (9th-level seascarred unchained rogue)

Backstory:

There are few pirates more feared throughout the Inner Sea than the one known as Kujo the Butcher. Infamous for his vicious and bloody fighting style as well as his excessive cruelty, Kujo revels in the violent dismemberment of his foes, never missing a chance to put on an especially gruesome display for enemies and allies alike. Many are the stories in which he slowly carved into his prisoners with his many knives or consumed their flesh in an orgy of blood.

Though many a jest and rumor claim that Kujo has shark blood in his veins, few outside of his immediate crew are actually aware of Kujo’s heritage as one of the abominable seascarred—distant cousins to true weresharks. He is loath to reveal this secret to outsiders and is quick to devour anyone who might question him on the matter. Kujo has always felt an almost spiritual connection with the ocean and, like most seascarred, makes his living on or near the open sea (as a pirate in his case, or as a butcher when the need to lay low arises). The sea is his god and it constantly demands sacrifice and blood-stained waters, and Kujo is all too happy to oblige.

Nearly as famous as Kujo himself, is the giant hooked axe he carries with him at all times. Called “Wavesplitter,” the axe is said to have been a war trophy taken from a river giant lord with which Kujo once had a dispute. After butchering its former owner, Kujo had the axe head modified to look especially menacing, to better fit his frightening personality. He even went so far as to hang a stylized ribbon made of its former owner’s hair from its haft—a constant reminder to all that none are too big to be cut down to size.

As a strength-based rogue, if his enemies don't get to him first, Kujo favors charging ahead, axe leading; very much like a shark darting after a fish. After landing his first blow his foe must suddenly contend with a host of horrible side-effects including bleed damage, debilitating injury penalties, demoralization, penalties to natural armor, and the sickened condition. He is, in effect, the ultimate rogue debuffer.

What's more, as Kujo flenses his enemy, the horrific display not only terrifies surrounding foes as well, but also emboldens his allies to serve him better (EDIT: Note that this is no longer true as written, as he no longer possesses the Motivating Display feat). With a single charge attack and a half way decent intimidate roll, it is quite possible for Kujo to send an entire deck full of enemies diving overboard in blind fear.

Should his enemies not flee in terror or die too quickly, Kujo bides his time, circling like a shark with his allies and hacking chunks off of his foe with his menacing axe (which boosts everyone's ability to flank).

Meant for an aquatic campaign, Kujo's ability to breathe underwater or swim like a fish is sure to serve him well. Even in a land-bound adventure, his ferocity and bite attack make him a fearsome foe indeed.

Though some of his archetype abilities (brutal beating) are somewhat redundant with his flensing strike feat, the latter only works on living creatures susceptible to bleed. Thus, when fighting a creature immune to bleed damage, brutal beating still proves quite useful to have on hand.

If your GM/fellow players don't like the idea of an evil character, simply change his alignment to Neutral. Most seascarred are neutral and he can be played off as a butcher with occasional blood urges rather than a complete psychopath.

Enjoy!

If that isn't enough feats, I recommend taking the Power Attack and Hurtful feats, or perhaps Motivating Display, Gory Display or Shatter Defenses. :D

Note that this isn't even 100% optimized. You could do much better with a different weapon that can be finessed and uses less feats, or choose a race that has a Charisma bonus and doesn't actively penalize a key skill. I made certain decisions for fun and flavor, but I think the heart of the build is still represented quite well here.


Lil' Yunky was on his way to Absolom, in order to meet a man who has promised to help him write music so that he can achieve his dream of becoming the biggest rapper in the inner sea region. He was aboard a ship that was attacked by pirates, but due to his ability to free-style was given the choice of turning pirate or dying. He has embraced the pirate life, and will continue to do so until he has a fail-safe opportunity to make it to his destination.

Lil' Yunky is a well-intentioned recovering drug addict who desperately surrounds himself with women and riches in an attempt to avoid relapsing, which he has done of several occasions.

Lil' Yunky has abilities like sneak attack and two-weapon fighting, which he uses with deadly ability when backed into a corner. While not as silver-tongued as a bard (which he is not), he makes friends easily, and is capable of using words to avoid a fight or sacrificing his integrity to get out of one. He was raised in a good home but is dismissive of his education. As Lil' Yunky looses all of his friends and struggles with the fact that he may never win his battle with addiction, he develops the means to vanish from sight entirely.


Name: Roreth the Wretch

Race (ethnicity): Damphir

Why your character should like to join a pirate crew (short... or not, your choice): Has his own built-in crewmen... He's from Chelaix and formed an alliance with the archdevil Baalzebul and desires his own ship to captain, creating his own crew from the dead of his victims. Play him off as being overly friendly but having his own little secret, maybe a touch creepy -- then out of nowhere, boom! He has an undead horde he's been hiding.

Your character in one sentence: Necromancer who wants to captain his own ghostship.

Build:
1st - Cleric of Baalzebul (Undead, Wind)
2nd - Cleric of Baalzebul (Undead, Wind)
3rd - Cleric of Baalzebul (Undead, Wind)
4th - Cleric of Baalzebul (Undead, Wind)
5th - Cleric of Baalzebul (Undead, Wind)
6th - Cleric of Baalzebul (Undead, Wind)
Additional feats: Command Undead, Undead Master, etc.

Key spells: Desecrate, Animate Dead, Skeleton Crew, etc.


You're welcome to go over to my Obsidian Portal Character Page and check out a few characters we've made (both PCs and NPCs) for our Skulls and Shackles game.


Name: Flin "The Ferret"

Race (ethnicity): Half-Elf (child of the sea racial trait)

Why your character should like to join a pirate crew: Flin was adopted by a pirate captain as a little kid. Her "father" had killed her mother during a raid and thought it a nice idea to raise his own little slave. Didn't work out well in the end, as Flin one day murdered him in his sleep with the captain's own prized pistol. She got her nickname during the years she was held on the man's ship, having been the target of much ridicule by the crewmembers. They sent her up and down the riggings as she was expendable and a pretty good climber.
After fleeing the vessel, she made by as a petty thief in some backwater port town for a while. All she knew was the life on the sea and stalking through dirty alleys let her feel empty inside.
She boarded a pirate ship as a stowaway - only to crawl out of her filthy hiding place when they attacked a merchant vessel. She surprised the pirates a lot, but the fact that she was skillfully killing dead their foes was reason enough to spare her. One of the crew's members was a cleric of Besmara, and he saw much potential in the wild and angry girl. He showed her the ropes and a few months later she was a devout follower of the pirate queen, but never quite satisfied with her new "friends".
She always follows custom before a battle or when a storm is coming, throwing a bit of treasure over the railing - a tribute to her diety.
She earned a name for herself, when she managed to kill her Captain, Trevor "Bonering" Karbin, in a duel after he made the mistake of insulting her mother. Throwing the man's cut-off head before his crew's feet, she earned a cacophony of approving laughter and a bigger share of the loot from the pleased first mate.
But she was never satisfied and seeks for more. Once she is away from the sea, the bloody coin is swiftly wasted on booze and cheap women - both in masses. A well-paid job would draw her in like a moth to the light.

Your character in one sentence: Fast and nimble, but easily underestimated - Flin is a mercenary soul, always yearning for more coin, saliling the seas with the storm lashing her face, laughing and spilling blood in Besmara's name.

Build: Swashbuckler 1 (Picaroon) / Inquisitor of Besmara 5 (Sanctified Slayer)
(Dex is the top priority, then Wis and Cha for spells and panache. Str is a dump stat - this fits the easily underestimated girl)

1st - Swashbuckler: two-weapon finesse, panache, deeds (derring-do, dodging panache, melee shooter); feat: point-blank shot, Skill Focus (Bluff)
2nd - Inquisitor: studied target, domain (Trickery - Greed Subdomain), monster lore, stern gaze
3rd - Inquisitor: cunning initiative, detect alignment, track; feat: precise shot
4th - Inquisitor: solo tactics; feat: coordinated shot
5th - Inquisitor: sneak attack +1d6; feat: deadly aim
6th - Inquisitor: bane, discern lies
Additional feats: gunsmithing, extra panache, rapid reload, improved two-weapon fighting, fencing grace, outflank, precise strike, quick draw
May also add weapon focus (rapier, pistol) while we are at it XD

Key pieces of gear (magical or not; apart from the Big Six): a +1 reliable pistol taken from her "father", three loaded munane pistols (pirate-style reloading: drawing a new one!), mwk rapier, mwk studded leather; Captain Trevor's lucky coin; several small coins and trinkets - one each from all bigger raids she took part in; alchemical cardriges, a few dry load bullets (underwater shooting)

Notes: When fighting, she prefers to stay back, and uses her crewmembers as a tool to expose opponents (coordinated shot). She is not scared of fighting in melee though, but prefers to not fight alone (outflank, precise strike). Thanks to two-weapon finesse and melee shooter, she can even use coordinated shot in melee without problems.
While shooting at range, she can easily reload her magic pistol between shots.
When in melee she tends to not reload her weapon (hands are full), instead drawing one of her other pistols and shooting away (quick draw). Only once these are spent does she reload her main weapon.


Name: Ayrod Emjay

Race (ethnicity): Human (Ulfen)

Why your character should like to join a pirate crew (short... or not, your choice): Ayrod doesn't have a gambling problem. He loves gambling. He does have a bit of a winning problem though. After his debts mounted, even his ability as a raider did not let him stay with his tribe. Ayrod wandered from city to city, losing money to whoever would let him. His ferocious temperament and skill in combat were all that saved him after welshing on his numerous debts. It's time for Ayrod to get away from all the scrutiny of angry debtors and raise some capital to gamble away in the future.

Your character in one sentence: Savage technologist who two weapon fights with a sword and pistol

Build: Barbarian (Savage Technologist) 6
1st - Weapon Finesse (Human: Weapon Focus [light/one-handed])
2nd - Rage Power: Superstitious
3rd - Opening Volley
4th - Rage Power: Quick Reflexes
5th - Slashing Grace
6th - Rage Power: Fueled By Vengeance
Additional feats: Point Blank Shot, Precise Shot, Extra Rage, Extra Rage Power: Reckless Abandon, Extra Rage Power: Lesser Fiend Totem, Extra Rage Power: Fiend Totem

Key pieces of gear (magical or not; apart from the Big Six): Beneficial Bandolier, Light and/or one-handed weapon, pistol

The Exchange

Name:Faust

Race (ethnicity): Half elf

Why your character should like to join a pirate crew (short... or not, your choice): Faust used to be a bright medical student who was employed by a prestigious research institute, doing top secret research. Then an experiment in the institute went horribly wrong. Faust was the only one who managed to escape, but the horrors he saw that night left an indelible mark on him.
Even when there is no wind, his clothes move as if a malevolent entity is toying with them. He hears voices in his head, saying they're coming for him. He has taken to taking vast amounts of alcohol so he can silence the voices in his head, and been on the run ever since the incident so that the monstrous horror does not ever find him.

Your character in one sentence: "Arrrgghhh they're coming for me!"

Build: Oracle 6
Curse: Haunted
Mystery: Dark tapestry
1st - Combat reflexes, Skill focus (Heal), Pierce the veil
2nd -
3rd - Power attack, Gift of madness
4th -
5th - Extra revelation (Cloak of darkness)
6th -
Additional feats:
Improved initiative
Extra revelation (touch of the void)
Extra revelation (many forms)
Abundant revelation (cloak of darkness)
Toughness
Extra revelation (Brain drain)

Elf FCB to gift of madness revelation so it works as if on a 7th lv Oracle.

Key pieces of gear (magical or not; apart from the Big Six): Conductive longspear

Spoiler:

Now I have Evanescence song "Whisper" playing in my head...though its probably more suited for occult mystery

Sovereign Court

Name: Udyr Kalaris

Race (ethnicity): Undine

Why your character should like to join a pirate crew (short... or not, your choice): Raised in a coastal town he was an aspiring chef. But you serve one bad oyster dish and accidentally giving food poisoning to an important visitor and suddenly he was persona non grata everywhere in town. Down on his luck and utterly lost now that his dreams had been crushed he signed himself up on the first ship that would have him.

When that ship left it was the first time he ever left his hometown and it opened his eyes to a new world. He wasn't the freaky fish guy here, (well he was but people appreciated that aboard ships) he was valued for turning slop into food and a man who can dive under a ship and fix holes under the surface is always appreciated on board.

Since then he has been on many ships, been on both pirate ships and merchant vessels always looking towards the horizon for the next new place.

Your character in one sentence: A happy go lucky cook with a deep sense of adventure.

Build: Druid (undine Adept) 6
1st - Ocean(water) domain, nature sense, wild empathy, Hydraulic Maneuver
2nd - Amphibious
3rd - Augment Summoning (water subtype only), Combat Casting
4th - Resist Water's Call
5th - Weapon Finesse
6th - Wild Shape
Additional feats:

Key pieces of gear (magical or not; apart from the Big Six): MW chef knives, A collection of herb plants that he grows

Udyr has no issue working with or under cooks unless they are sloppy or incompetent. He enjoys what he does and tries to bring a smile onto even the most dreary ship. The value of a crew member who can swim fast and can breath underwater are numerous thus he never has much trouble finding a ship (or leaving one he doesn't like)

combat and other notes:
Udyr prefers to stay out of combat but if forced his preference is to use his surge domain power to knock people overboard where he will have advantage or use hydraulic push to trip,disarm or otherwise disable opponents. His spell list consists largely of spells to assist the crew and ship (wood shape or wood warp, cure light, call lighting [for targeting opposing ships wheel operators, hard to keep your ship on course when you keep getting struck with lightning], water breathing, etc)

This was the build I used for a actual skull and shackles game that sadly fell apart. He ended up captain by default as every other player was unconscious or didn't want the role so he took charge while they were in recovery and the crew got used to their new freaky fish captain before anyone could really object.


out of curiosiy - which characters did you end up using? :)


In case this is still open there HAS to be a freebooter among the crowd:

Name: Mtumba Naruthu

Race (ethnicity): Dwarf (Taralu)

Why your character should like to join a pirate crew (short... or not, your choice): He grew up on the waterways in and around the Mwangi expanse. And as he has a knack for inspiring others in combat he has found different employers over the time. On both sides of the law.

Your character in one sentence:
This guy, who is handsome for a dwarf and proud of his dark skin, may dress joyful and talk nicely most of the time but he has more that one mean side, especially in combat.

Build:
Alternate race traits: Fey Magic
1st - Snakebite striker brawler 1: Improved shield bash
2nd - Freebooter ranger1:
3rd - Freebooter ranger2: Shield combat style: Shield slam, spiked destroyer
4th - Freebooter ranger3:
5th - Freebooter ranger4: Power attack
6th - Freebooter ranger5:
Additional feats: Vital strike, grasping strike,

Key pieces of gear (magical or not; apart from the Big Six): Bashing heavy spiked shield, armor spikes

As an alternative, his "brother" Mdogo:

2 levels snakebite brawler, 4 levels freebooter ranger using brawler's flurry with his spiked shield but doesn't take vital strike and its chain


Grappling Brawler.

Build him as you want.

The only thing that stands out about him is he will grab and throw over board anyone who speaks with a ridiculous "pirate accent" ie yaar me hearties, shiver me timbers, etc..


Piera Fosca
Race (ethnicity): Human (Chelaxian)

Why your character should like to join a pirate crew Wayward daughter of the harbormaster of Corentyn, Piera Fosca has always been a tad too smart for her own good. She gravitated towards the study of magic and alchemy, but instead of going into a respected field like devil-summoning, she nursed a secret romanticism in her heart. Piera particularly relished the stories of the gunslingers of Alkenstar popular in silver-weight novels. Her father sent her away to study at the University of Egorian, where she secretly took to experiments combining gunpowder weapons and magic. She was expelled after an explosion that destroyed a camps lab, and after returning home had a terrible falling out with her father.

Having no reason to return home, she packed her things, dressed in a mannish fashion, and booked passage to the Shackles. She has prospered since, selling her guncraft and magic on various pirate vessels. She usually even manages not to start fires on the ship. Usually.

Your character in one sentence: Piera is the classic tinkerer, more interested in mechanisms then marriage, wooed by guns rather then gallantry.

Build:
Wizard (spellslinger), opposition schools: conjuration, enchantment, necromancy, illusion.
1st - Wizard (spellslinger) point blank, precise shot
2nd - Wizard (spellslinger)
3rd - Wizard (spellslinger) rapid reload
4th - Wizard (spellslinger)
5th - Wizard (spellslinger) amateur gunslinger (quick clear), craft weapons and armor
6th - Wizard (spellslinger)
Additional feats: deadly aim, extra grit, greater spell penetration, skill focus (perception), spell penetration, weapon focus (firearms)
Skills: craft(alchemy), craft(weapons), k(engineering), perception, k(planes), k(arcana)
attributes: dexterity, wisdom, and intelligence, primarily.

Key pieces of gear She favors longarms (two-handed guns) and evocation magic in her spellbook.

Grand Lodge

Sertaki wrote:
out of curiosiy - which characters did you end up using? :)

Glad you asked! The ones I'll definitely use are:

- Xultan Rocker (from the S&S forum thread, the kobold oracle/dragon disciple)
- Wendy Anna Jones
- Nurf
- Culder
- Flin "the Ferret" (thanks for your submission - one of those I enjoy the most, definitely!)
- Piera Fosca (thanks for your submission, Tangaroa!)

I'm also considering using the following characters:

- Okoume Syel
- Hrulgin
- Kujo the Butcher
- Lil' Yunky
- Roreth (I might have him join the crew, betray them eventually and come back as a villain)
- Faust (love the "must drink to silence the voices in my head" idea)
- Uldyr (might get on well with the cursed-siren-turned-human PC)

Thanks for the great ideas, everyone!

Shadow Lodge

Name Aren Leroung
Race Tiefling (Chelish)
Why you should join a pirate crew Aren looked forward to bright future. A midshipman in the Chelish navy, a member of a well connected noble house, and one that consistantly won the respect of his superiors he dreamed of being an admiral.

Of course, tiefling traits, especially demon derived traits, sometime do not show before adolecence. It was so with him. In the space of a few short weeks, he slowly grew horns, his eyes went from a sea blue to an odd red. Worst of all his body or rather her body shifted, slowly and painfully changing gender.

In the tight confines of a ship it would be only a matter of time before her secrets were discovered. The Hellknight political officer had already executed one tiefling. So she did what before would be unthinkable.

So while on patrol in the Shackles she deserted, swimming to an island with a known pirate port and signed onto a pirate vessel. Disguising her origins and for now her gender, she signed on as a cabin boy.

Barely fourteen, right now, surviving in this world where her friends are now enemies and her very understanding of who she is has radically shifted, the sea and sailing is all that she knows (that and the Chelish Navy). Her first goal is simply having a future. At heart, she still thinks like a the disciplined solider and while she knows she can never go back, she still has some loyalty to old friends which may crop up from time to time. But now she must learn to think and act as a pirate. If only someone were to mentor her.

Build (default, she would be likely guided onto a different path)
1-Aristocrat (to be retrained into Rogue)
2- Swashbuckler
3- Swashbuckler
4- Swashbuckler
5- Swashbuckler
6- Rogue
7- Rogue
8- Dualist

Key piece of gear: Masterwork dagger with the Leroung family crest, given to her by her father.


Tangaroa wrote:
Piera Fosca...

Forgot Gunsmithing! Needs the feat gunsmithing.


Name: Rusk Renington (Alter ego: Manta Ray)

Race (ethnicity): Human (Varisian)

Why your character should like to join a pirate crew (short... or not, your choice): “I AM THE SUBAQUATIC DARKNESS! I AM THE ABYSSOPELAGIC LAYER! I EXERT THE PRESSURE OF JUSTICE ON THE METAZOIC CREATURES WHO LURK IN THE DEEP! I AM THE HERO THE OCEAN DESERVES!
I AM YOUR SEMIAMPHIBIOUS KNIGHT! (MY PARENTS DIED AT SEA!)”
He lost his parents to pirates who captured the merchant ship they were on. They made them, walk the plank to shark infested waters. Since that day he had a vest fear of sharks. But he wanted to...no needed to strike back and not stay a victim forever. So he dons a costume of what he fears.

Your character in one sentence: He wants to join their pirate crew in hopes he can slay other pirates and water-based threats.

Build:
1st - Chained Rogue (Scout, Thug): Sap Adept, Weapon finesse
2nd - Chained Rogue (Scout, Thug) Ninja trick: Unarmed Training
3rd - Chained Rogue (Scout, Thug) Knockout Artist
4th - Chained Rogue (Scout, Thug): Combat trick: Enforcer
5th - Occultist (Battle Host) Sap Mastery
6th - Occultist (Battle Host)
Additional feats: WF Unarmed, Dazzling Display, Shattered Defenses

Key pieces of gear (magical or not; apart from the Big Six): , Mask for when he fights as Manta Ray. Three-Section Staff for Focus.


Needs a monk with a rubber body and crazy reach [or normal reach that rises with level.]

Said monk shall not put ranks in Swim.

Liberty's Edge

Name: Rutskarn D'Armington III

Race (ethnicity): Human (Taldan)

Why your character should like to join a pirate crew (short... or not, your choice): "The pirate's life is truly for me! Also...I owe a few men money up north. And I'm in a spat over a king over his daughter..."

Your character in one sentence: A cad, but he always pulls through for his allies.

Build: Swashbuckler all the way, Baby!
1st - WF(Longsword), Slashing Grace
2nd - Nothing new
3rd - Persuasive
4th - Dazzling Display (Combat)
5th - SF (acrobatics)
6th - Nothing new
Additional feats: Shatter Defenses, Dodge, Mobility

Key pieces of gear (magical or not; apart from the Big Six): A sword he refuses to let anyone else touch (masterwork longsword).


Can somebody explain this P6 thing? I don't get it.


darth_borehd wrote:
Can somebody explain this P6 thing? I don't get it.

E6 is D&D 3.x where after level 6 instead of gaining levels you get a feat for every 5000 XP. P6 is the same thing in Pathfinder.


Arrrr, I be dotting this.

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