Suggestions for a New Group


Skull & Shackles


I'm going to be playing in a Skulls and Shackles campaign on Friday. We have a Gunslinger (Musket Master), Wizard, Kineticist (Water, Kinetic Whip build), and Hunter (Roc companion, played by me).

Does anyone have advice for the party or anything that would make our experience with S&S better? No spoilers?


Does the group already have all its members? Are you looking for suggestions for a 5th member, or just tweaks to the existing 4 members?


You need a face. At the very least, you can't -all- dump charisma.


AFAIK nobody is dumping CHA. I've got Sense Motive handled, and the Gunslinger has 12 CHA so he's handling diplomacy and intimidation (not great but better than the rest of us anyway). We already have all our party members locked in.

The Wizard is considering the Spellbinder archetype and the Arcane Crafter Universalist (he's new and doesn't want to specialize).

What I'd really like to know is which skills get the most mileage and some advice for the Wizard and Kineticist (we're building their characters now).


Some of you should have profession sailor, taking profession cook can be useful. All of you should be able to swim, the climb skill is quite useful early on.

Community / Forums / Pathfinder / Pathfinder Adventure Path / Skull & Shackles / Suggestions for a New Group All Messageboards

Want to post a reply? Sign in.
Recent threads in Skull & Shackles