What classes would work well in Skull & Shackles, and which classes would not be good..?


Skull & Shackles


So, I'm trying to think of a backup character for Skull & Shackles, We just beat book 2 (I think..) and our party is currently a Oracle, A Gunslinger, My Kineticist (That i'm considering swapping from due to reasons..) And a Fighter.

But I have no idea what kind of character i'd want to play if I do swap from the Kineticist (Or if the Kineticist dies) so I wanted to come here and ask, What classes work well with this adventure path, And what classes dont work so well? I know the gunslinger would have had trouble with the dungeon we just beat, But the gunslingers player couldn't make it to the two sessions it took us to beat the dungeon.

Grand Lodge

Druids are really good. Wildshape, 9 level caster, animal compagnion. Good Nature skills and spells.

Witch/shaman are good debuffers and with good deal of the druid aspekts.

Bards/Skalds are great at buffing the entire Crew and gaining infamy. Social skills and good enchantment spells.

Mobile/light Armored frontliners like Bloodrager, Barbarian, Brawler, Slayers and Swashbuckler are good to. (My prefered order).

If you WANT to play a unchained rogue. The Tidal Trickster archtype is decent for this campaign. Sylvan Trickster archtype is always good. Perhaps a dip in Snakebite Brawler first and later a dip in urban bloodrager.


Paladin wouldn't work, for obvious RP reasons. Unless you don't mind playing a fallen paladin after a session or two, of course.


Ack! Sorry for slowness, I kind of forgot about this post for a few days!

@*Khan* Thank you for the class suggestions, The druid and the melee classes are quite interesting... I wanted to try a Barbarian or Bloodrager for a while, I do really like the Brawler though! Slayer and Swashbuckler I struggle to think of ideas for...

@meumeujeu Yeah, Paladins dont work.. Antipaladin would fit better since we are non good, But the heavy armor might be trouble..


Merellin wrote:

So, I'm trying to think of a backup character for Skull & Shackles, We just beat book 2 (I think..) and our party is currently a Oracle, A Gunslinger, My Kineticist (That i'm considering swapping from due to reasons..) And a Fighter.

But I have no idea what kind of character i'd want to play if I do swap from the Kineticist (Or if the Kineticist dies) so I wanted to come here and ask, What classes work well with this adventure path, And what classes dont work so well? I know the gunslinger would have had trouble with the dungeon we just beat, But the gunslingers player couldn't make it to the two sessions it took us to beat the dungeon.

You might want to take something that gives you an edge with siege weapons, like, say, the ballista or catapults that are no doubt on your ship.

If you want to do something that is cool and memorable, consider a magus (iron-ring striker).


pennywit wrote:
Merellin wrote:

So, I'm trying to think of a backup character for Skull & Shackles, We just beat book 2 (I think..) and our party is currently a Oracle, A Gunslinger, My Kineticist (That i'm considering swapping from due to reasons..) And a Fighter.

But I have no idea what kind of character i'd want to play if I do swap from the Kineticist (Or if the Kineticist dies) so I wanted to come here and ask, What classes work well with this adventure path, And what classes dont work so well? I know the gunslinger would have had trouble with the dungeon we just beat, But the gunslingers player couldn't make it to the two sessions it took us to beat the dungeon.

You might want to take something that gives you an edge with siege weapons, like, say, the ballista or catapults that are no doubt on your ship.

If you want to do something that is cool and memorable, consider a magus (iron-ring striker).

Our Gunslinger is already a Siege Gunner and I dont want to step on her toes by going into siege weapons too, She has a squad of trained crewmembers to help her. The Iron-Right Striker? Thats one of the unarmed combatant maguses right? They seem interesting.

Grand Lodge

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Most of all make a character with lot of options. Don't specialize too much in one weapon or maneuver or spell. Different options and flexibility is fun and awarding.
A Weakness is fun as long as it isn't crippling for you or your party.

I forgot to mention the Inquisitor class. A Besmera switch hitter inquisitor is very flexible and interesting in this campaign; Bane, judgment, spells and melee/gun plus lot of social skills.


*Khan* wrote:

Most of all make a character with lot of options. Don't specialize too much in one weapon or maneuver or spell. Different options and flexibility is fun and awarding.

A Weakness is fun as long as it isn't crippling for you or your party.

I forgot to mention the Inquisitor class. A Besmera switch hitter inquisitor is very flexible and interesting in this campaign; Bane, judgment, spells and melee/gun plus lot of social skills.

Oooooh, Inquisitor. Thats a class that seems interesting to try sometime! And staying flexible is good advice, Thank you. :)

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