A Pirate Duergar ^_^


Advice


I need a weapon selection for a unique pirate, details below:

I'm going to be starting a Skulls & Shackles campaign soon as a player (yay! I never get to play! always the GM... heheh) and was given the option to play any of the races in the races guide that can't breathe underwater. Duergar is a fav of mine, so I ask, he says sure.

Then, in a glorious twist of fate, he offers me another strange option: you can play any archetypes to classes you want and if they clash, pick one option, scrap the other. So I get to thinking and I've decided on a very strange combo: Mutation Viking! Mutation warrior plus Viking (-Shield bonuses to the Viking progression).

RP wise, I'm a grey dwarf who has gone slightly insane due to my time in the sun. While I get the mechanic of Mutagen starting at 3rd level, the flavor is gonna be that I am only bolstering my abilities in my mind 'alchemical' is just the means to figure stacking. I essentially spend an hour mixing whatever liquids I find around the ship/wherever I happen to be, and due to madness or luck, gain a Mutagen. Add this to Rage starting at 4th level, and I'll eventually be a Str monster.

It's a 20 pt buy, and I can take any of the feats that a Duergar gets in the monster codex as well as things like Steel Soul should I desire it. I get one campaign trait, and one of my choice (unstable mutagen, sorry no changing this as its for the flavor).

I want to figure out a fun weapon combo, to cover ranged and up close, possibly reach... not sure. My initial thought was a mancatcher, but my GM reminded me that its sized specifically, and I do want to use my Enlarge Person ability, which would make the mancatcher useless while I'm increased in size.

Anybody have any advice on a good thematically appropriate weapon choice for an insane Duergar who believes in his own alchemical powers? Doesn't have to be super strong, just looking for some fun thing to cap out the build.

Thanks for the read, I know it's a wall of text ^_^


Something which, when you're Small, is a two-handed weapon, but which becomes a one-handed weapon when you're Medium. This pulls from the 'Transformative' weapon power from Ultimate Equipment; while I would personally go by the damage inflicted (long sword (S) to short sword (M), both inflict 1d6 damage; or greatsword (S) and bastard sword (M), both inflict 1d10 damage), the specific example they give is greatsword (S) into a long sword (M). See if it flies, in either way, with your GM ...


You're a pirate, use a cutlass


As someone who recently finished the first book of Skulls and Shackles, let me just say it doesn't matter what weapon you choose to start with, because there is a magic weapon PERFECT for you that you will encounter early on. It's a simple weapon so anyone can use it, but it couldn't be more perfect for a size changing character. It's also super fun and thematic, so when it shows up grab it and don't let go.

I'm positive that you'll know it when you see it, and totally be on board with using it.


Use a cutlass. Won't regret.

Also, I seriously recommend Throw Anything as a first feat. Flasks are super important.

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