Yarhar! Help Me Become a Pirate!


Advice


Probably. Our table has decided the next AP we're going to do is Skull & Shackles. I had a couple characters that I'd made in my spare time on the back burner so I already knew roughly what I wanted to play. Plus our usual heaker player wants to play something else, so I offered I had an Oracle I'd made that I'd play.

So immediately I'm the team's healer. I need to do that well. I also want to pirate well though, lest like our Iron Gods run I'm playing yet another 13th Warrior type who had no business going on the adventure and slowly adapted to it (which was fun, but playing into the AP might be better).

So the character I built is a Samsaran Oracle, using the Reincarnated archtype cause it was whst drew me to the character idea. An essentially 3 personalitied character between being the meek healer Oracle, with the Ancestry mystery being a fierce warrior, and her Shards of the Past being a more skilled roguish type (using the Wisdom in the Flesh trait to make Disable Device a class skill using Wis).

I wanna keep that base, with the three personalities, though the Wisdom in the Flesh skill can be swapped.

So far,

The Character:

Race: Samsaran
Class: Oracle (Reincarnated)

Str 12
Dex 8
Con 12
Int 12
Wis 14
Cha 17

Shards of the Past (Ex)
Perception
Use Magic Device

Mystery: Ancestry
Curse: Tongues
Revelations
- Location Memories
- Ancestral Weapon (Longsword)

Traits
- Armor Expert
- Wisdom in the Flesh (Disable Device)

Feat
- Extra Revelation

Skill Points
- Disable Device 1
- Heal 1
- Knowledge History 1
- Knowledge Religion 1
- Perception 1
- Spellcraft 1

Spells
Orisons
- Detect Magic
- Guidance
- Light
- Stabilize
Level 1
- Divine Favor
- Hedging Weapons

*Bolded options are to be kept please

So what can I change to make this character more pirate, and AP tailored? Currently she wears Scalemail and can't swim, so I'm guessing those two to be important. And what are some minor flavour changes that could pirate her up?


Well, you probably should take a trait specific to the AP. Also I believe your first 'adventure' will 'pirate' you up. Though you probably want to put a skill point into profession: sailor if you want to be a good pirate.


*gouges out eye*

*chops off hand*

*chops off foot*

You're welcome.


The AP traits didn't seem that appealing for the character concept. I do have the spare trait in Armor Expert that could be swapped. The -1 ACP is nice for Disable and Swim.

Of them, the three most appealing would be the Barroom Talespinner. Mechanically the Diplomacy bonus is nice, and it gives the idea the Oracle personality tells the stories of her other selves (probably Perform (Oratory) for the Perform choice). The Buccaneer's Blood. One of the past sekves could be the pirate of legend, making her the incarnation and have great things expected of her. The Celestial speaking warrior self could be altered. Make the Ancestral weapon more pirate-y. The third, Touched by the Sea, with the same idea of that past self having been a seafaring woman or great pirate. Though more likely the skill-focused part rather than the warrior.


Diplomacy is a class skill, and you have a high charisma. Gather information is quite useful in locating ships to hunt. While Bluff is not class skill, it is quite useful for gaining infamy. Profession(Sailor) is another useful skill, especially for when you get your own ship. [Even if it is just a plundered ship for a short trip.]

/cevah


So, mild updates to pirate them up a bit.

The Character:
Race: Samsaran
Class: Oracle (Reincarnated)
Str 12
Dex 10
Con 11
Int 12
Wis 14
Cha 17

Shards of the Past (Ex)
Perception
Swim

Mystery: Ancestry
Curse: Tongues
Revelations
- Location Memories
- Ancestral Weapon (Cutlass)

Traits
- Barroom Talespinner
- Wisdom in the Flesh (Disable Device)

Feat
- Extra Revelation

Skill Points
- Diplomacy 1
- Disable Device 1
- Heal 1
- Knowledge History 1
- Perception 1
- Swim 1

Spells
Orisons
- Detect Magic
- Guidance
- Light
- Stabilize
Level 1
- Divine Favor
- Hedging Weapons

So swapped up the skills (I really wish I had more skill points. I'm used to playing Rogues or Wizards with ALL the skills.) to ones more recommended by the AP.

I also took the point out of con (14 because of racial mods) to put Dex back up to average. I want to get Mithral Agile Breastplate for armor ASAP to kill some of the check penalty, and with Spirit of the Warrior later adding +4 to Str, Dex, and Con it'll get Dex up to 14 for short bursts, which will still be below the armor cap's +3, making her a bit more viable as a front liner for the short term. Gonna miss that HP though.

Armor Expert has been swapped for the Barroom Talespinner for the Diplomacy boost, and with having Ancestry as my Mystery a point or two in Knowledge (Local) will make the DC 15 check super easy for a further boost to social checks.

Shards of the Past, swapped UMD for Swim, the +2 from that with class skill was better than getting +1 trait from background choice, and would do more for counteracting the ACP while saving for the better armor.

From a fluff perspective (I love fluff), the meek healer self wants to keep everyone alive. The ship's surgeon who isn't keen on the situation. When battle breaks out, her prior incarnation pirate self (Ancestral weapon Cutlass and Shards: Swim) from the astral sea (Celestial tongues) comes out to save the day. A bit bravado, a tough string independent pirate queen. Then the third self was a greedy self with a flourishy hat, very Rhythm Thief where it's about breaking in and stealing the most valuable of treasures to return them to their rightful hands (Shards: Perception, and Wisdom: Disable makes a Wisdom-only character able yo find and disable traps, or pick locks).

Ironically the character is Lawful Neutral (worshiper of Irori) and her three selves are in balamce. The Oracle is spirit, the roguish type is Mind, and the pirate warrior is Body. It's a nice fit.

I'm still iffy on a few things though. The first: I'm not sure if I'll need 13 Int to qualify for any Style feats down the road. There's another point that could be docked from Con to qualify but I'm really not sure. The other is the spell selection. A lot of it is self-buff or melee range, which being the front line is most of the time going to mean I'll be too far away to use it.


The healer for the one I ran was a dwarven skald with celestial totems and path of glory. While the race may not appeal to your concept, the rest may. Itll heal very well, have a decent ties to the past with skald aspects and have a few more skill points to spread around thanks to how skald work.

Plus it will be very pirate like. Maybe food for thought on your base concept?


You are a pirate

Community / Forums / Pathfinder / Pathfinder First Edition / Advice / Yarhar! Help Me Become a Pirate! All Messageboards

Want to post a reply? Sign in.
Recent threads in Advice