Character for S and S


Advice


Hello, currently I'm just starting an Skulls and Shackles Game with this character. I was wondering what should I do as I level up? Now,I can't just start the character from the ground up at this point. Right now, I am looking for stuff to make him better.


I'll have information for the Corsair archetype shortly.


Need some extra information: How optimized are you aiming for? What's your concept? Did you roll those stats or are you running a 25 point-buy? What books are allowed? Is it for PFS or a home-game?


Pbp already in progress. He is an ex chelish marine that is all for the pirate stuff. Blessed by Besmara. It was point buy but I forgot how much exactly. More of looking into what I could do for later levels that would help.

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Thinking maybe like a Ranger of a Druid to go into.

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Umm...

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Bump?


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There is a Ranger Combat Style for Besmara, which favors dirty tricks. You could go Slayer and be a dirty tricks build, with the Bounty Hunter archetype. That said, you can basically never go wrong with Inquisitor if you want to be really into Besmara.

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Thank you.


Just a suggestion - you should point out that you can click on the character's name and get the stats. I've literally never done that before so I ignored your post earlier because I didn't see a character posted.


Looking at the character - knowledge (engineering) isn't going to be very important. knowledge (local), survival, diplomacy, and profession (sailor) are going to be more useful.

Lots of the combat in the AP is ship-to-ship which is really at rather close range but with obstacles in the way. Honestly, a gunslinger is incredibly effective if you want a dpr kind of guy.

Are you aiming to do the single one-handed weapon sort of thing? It's hard to get that to do a lot of damage. If that's what you want to do, magus or swashbuckler or unchained rogue can get you a bit more damage out of it but it's generally going to lag behind just power attack + two-handing a sword.

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MeanMutton wrote:
Just a suggestion - you should point out that you can click on the character's name and get the stats. I've literally never done that before so I ignored your post earlier because I didn't see a character posted.

Yea you can do that. Thanks for the advice BTW.

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MeanMutton wrote:

Looking at the character - knowledge (engineering) isn't going to be very important. knowledge (local), survival, diplomacy, and profession (sailor) are going to be more useful.

Lots of the combat in the AP is ship-to-ship which is really at rather close range but with obstacles in the way. Honestly, a gunslinger is incredibly effective if you want a dpr kind of guy.

Are you aiming to do the single one-handed weapon sort of thing? It's hard to get that to do a lot of damage. If that's what you want to do, magus or swashbuckler or unchained rogue can get you a bit more damage out of it but it's generally going to lag behind just power attack + two-handing a sword.

I've noticed that. I just don't why I keep picking it. It is just this weird thing in my mind that keeps thinking it will be used for something of grand importance. Really, I don't what I want to do combatt wise with the character other than be a pirate. I'm thinking of going Inquisitor or something along those lines.


To get it out of the way, just click on this alias for all the stats. Sorry for not mentioning that earlier.


Profession (Sailor) is important in handling your ship.
Knowledge (Engineering) is useful for aiming siege engines.
Perception is all around useful.
Spellcraft is useful for IDing spells and items.
Swim is useful for when you are below water, and it will happen, more than once.
Climb is useful, until you can fly.
Face skills are useful for gaining infamy and for gathering info.

/cevah

PS: Late in the game I had to dump skill points into P(Sailor) to make up for not doing it earlier. Might have to do it for a second level also.


Engineering is for indirect fire siege weapons, but it's a trap. These require skill and feat investment, more crew to operate, and have only slightly better damage than direct fire siege weapons like ballista.

Depending on the GM, survival will run out of usefulness at later levels.


You could stick with Corsair fighter, or (my recommendation) switch to Lore Warden if you can retrain. Fighters are a lot better now with the recently published Weapon Master's Handbook, which lets weapon training do more than just give you +1s. Light armor is better for swimming in, and combat maneuvers are very useful on board ships (bull-rush people overboard) and against humanoid opponents, which many of your foes will be all the way up to high levels in that AP.

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Wow, thank you all. Again, engineering skill is something I never understood why I always select it. I always have some idea that never comes from it. I've got a good idea on skills needed for this.

I don't have sadly that book Baha, although I've heard good of it.

Some sort of multiclassing into a magical class is in the future. With the Corsair archetype I'm not losing much as it mainly gets rid of Dex penalties for wearing heavier armor. Mainly for flavor, but I have a sort of fondness for the fighter.

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