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Switch to Forum Live View Pirate Crew: What classes should we do?
2 years ago  ::  Mar 21, 2011 - 8:42AM #11
Cohen95
Date Joined: Mar 15, 2008
Posts: 3,447

Actually, I think a Brawler makes more sense than a Polearm build does. Once you're below deck, that polearm is worthless. Even above deck, from a fluff perspective, you've got all the rigging and whatnots that are just sitting there, waiting to snag your polearm and mess everything up for you.


Brawler, on the other hand (hehehe), makes pretty good sense from a seafaring perspective.


Any builds that focus on large or two weapons (especially both!) are just not thematically appropriate for the setting. At least not while onboard.

"Not only are you wrong, but I even created an Excel spreadsheet to show you how wrong you are." --James Wyatt, May 2006

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2 years ago  ::  Mar 22, 2011 - 12:49PM #12
Tech-Priest
Date Joined: Apr 27, 2010
Posts: 2,093
Sword Coast Corsair, Draeven Marauder.

Eladrin for the race w/ the Eladrin Soldier feat.

Just reflavor Eladrin as 'High Drow' or something to fit your story needs.
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2 years ago  ::  Mar 22, 2011 - 2:42PM #13
Salla
Date Joined: Apr 3, 2003
Posts: 23,524
I'd say 'whatever you want', really.  Plate armor and heavy shield gets you a total of a -4 to Athletics checks (aka 'swimming'), and there are ways to ameliorate that, so that's not really an issue.
Another day, another three or four entries to my Ignore List.
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2 years ago  ::  Mar 22, 2011 - 3:04PM #14
MrCelsius
Date Joined: Feb 11, 2007
Posts: 2,141

Mar 22, 2011 -- 2:42PM, Salla wrote:

I'd say 'whatever you want', really.  Plate armor and heavy shield gets you a total of a -4 to Athletics checks (aka 'swimming'), and there are ways to ameliorate that, so that's not really an issue.



Yep.  This is why I could only think to make a mechanical suggestion; asking what classes are fluff-appropriate for a seafaring campaign is a nonsensical question to me since no class is inappropriate for a seafaring campaign.

     (I employ zie/zie/zir as a gender-neutral counterpart to he/him/his.  Just a heads-up.)

Essentials definitely isn't for me as a player, and I feel that its design and implementation bear serious flaws which fill me with concern for the future of D&D, but I've come to the conclusion that it isn't going to destroy the game that I want to play.  Indeed, I think that I could probably run a game for players using Essentials characters without it being much of a problem at all.  Time will tell, I suppose.
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2 years ago  ::  Mar 22, 2011 - 7:41PM #15
Tsunaki
Date Joined: Jan 2, 2009
Posts: 50
Acturally, we were talking about the character, and we were thinking of something like a blood powered Warforged xD lol

Don't ask me why, but for some reason, he had the idea of being a Brawling Fighter with Vamperic Hertage feats, so it would be funny. Imagen, a warforged going around saying "Vet me Suck your Vlood!" xD lol

But ya, Brawling fighter seems the best for this with there restraints. He might not be a warforged thought, but he is definently going to be a Brawler fighter with Vamperic heitage feats.

This will be fun. Two Half Drow with a Bloodsucking warforged or something

wonder what else we might have? xD
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2 years ago  ::  Mar 22, 2011 - 9:34PM #16
ChieftainTwilight
Date Joined: Mar 5, 2011
Posts: 116
honestly, a way to get around the problem with two-weapon fighting on-deack is to use at least one weapon that can be used to trip or get's disarm bonuses. a wapon with a hook, or which wraps around opponents can catch onto railings or ropes or whatever, and save you from plummeting to the water.

if you go with a class that has the right proficiencies, you can wield Khopeshes, or a Spiked Chain or something. imagine Galad with something like that. =w= coolio, ah?

as for your Warforged buddy, I agree that the long weapons idea is bad. it is not easy to set up use for a polearm on a ship. but maybe if he used a firearm it'd be cool.

think of this; he is part of the hsip. he was an add-on when you bought the ship. he uses a hand-held cannon (or maybe has a cannon built into his arm or chest). he could be a sort of bulldozer shock troop who pushes enemies off the boat. like Mr.Celsius said, give him alot of pushpack, and make him a character who lines up foes for strategic group attacks, or who pushes enemies offboard. charging feats could also be used effectively with this build.
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2 years ago  ::  Mar 23, 2011 - 2:33PM #17
Kaganfindel
Date Joined: Apr 1, 2007
Posts: 1,360
I think a warforged isn't just a good fit for this campaign; it's necessary.  Cartography and hunting sunken treasure are part of the gig, right?  What you've got there is a diver who doesn't need to breathe, can't get the bends and won't be too fussed about having a lanyard ring bolted to his back for easy retrieval.  Aside from being an asset in boarding and defense he's going to work in the capacity of an anchor, a diver and a stevedore, and if everything goes pear-shaped and the ship goes down he can walk home with the map and the ship's log.
"When Friday comes, we'll all call rats fish."
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2 years ago  ::  Mar 23, 2011 - 2:39PM #18
Salla
Date Joined: Apr 3, 2003
Posts: 23,524

Mar 23, 2011 -- 2:33PM, Kaganfindel wrote:

he's going to work in the capacity of an anchor




You do realize that Warforged are predominantly wood and float/swim as well as any other standard race, right?  Plus he won't be heavy enough, plus anchors work at least in part by being hook-shaped and digging into the seabed?

Another day, another three or four entries to my Ignore List.
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2 years ago  ::  Mar 24, 2011 - 11:23AM #19
ChieftainTwilight
Date Joined: Mar 5, 2011
Posts: 116

Mar 23, 2011 -- 2:39PM, Salla wrote:

Mar 23, 2011 -- 2:33PM, Kaganfindel wrote:

he's going to work in the capacity of an anchor




You do realize that Warforged are predominantly wood and float/swim as well as any other standard race, right?  Plus he won't be heavy enough, plus anchors work at least in part by being hook-shaped and digging into the seabed?




he's got thumbs. XD

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2 years ago  ::  Mar 24, 2011 - 11:46AM #20
mellored
Date Joined: Jul 8, 2008
Posts: 19,482

Mar 23, 2011 -- 2:39PM, Salla wrote:

Mar 23, 2011 -- 2:33PM, Kaganfindel wrote:

he's going to work in the capacity of an anchor


You do realize that Warforged are predominantly wood and float/swim as well as any other standard race, right?  Plus he won't be heavy enough, plus anchors work at least in part by being hook-shaped and digging into the seabed?


That may be your (and the default) warforged, but mine is a 400 lbs chunk of sentient metal.  He sinks (slight houserule, he also takes a -5 to swim checks and no penalty if he's on the bottom).

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F-111 Interdictor Long (200+ squares) distance ally teleporter.  With some warlord stuff.  Broken in a plot way, not a power way.
Thought Switch   Higher level build that grants upto 14 attacks on turn 1.  If your allies play along, it's broken.
Elven Critters Crit op with crit generation.  5 of these will end anything.  Broken.
King Fisher Does an excellent job at keeping an enemy disabled in a few ways.  Strong.
Boominator Fun catch-22 booming blade build with either strong or completely broken damage depending on your reading.
Very Distracting Warlock Lot's of dazing and major penalties to hit.  Overpowered.
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Skimisher Fly in, attack, and fly away. Also prevents enemies from coming close. Moderate to Broken depending on the enemy, but shouldn't make the game un-fun, as the rest of your team is at risk, and you have enough weaknesses.
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Sir Robin (Bravely Charge Away) He automatically slows and pushes an enemy (5 squares), while charging away. Hard to rate it's power level, since it's terrain dependent.
Death's Gatekeeper A fun twist on a healic, making your party "unkillable". Overpowered to Broken, but shouldn't actually make the game un-fun, just TPK proof.
Death's Gatekeeper mk2, (Stealth Edition) Make your party "unkillable", and you hidden, while doing solid damage. Stronger then the above, but also easier for a DM to shut down. Broken, until your DM get's enough of it.
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