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2 years ago ::
Mar 24, 2011 - 1:28PM
#21
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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?
Emphasis mine. Support?
"When Friday comes, we'll all call rats fish." D&D Outsider
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2 years ago ::
Mar 24, 2011 - 2:23PM
#22
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Eberron Player's Guide, Warforged, Physical Qualities, pg. 33
"A skeleton of (metal and stone) supports woody fiber bundles that comprise a warforged's muscular system."
See also: 95 percent of Warforged artwork.
Another day, another three or four entries to my Ignore List.
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2 years ago ::
Mar 24, 2011 - 2:56PM
#23
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to be fair, if he says that in his games the Warfored are just heavy metal people, then that's what they are (feasible or otherwise).
though, aye, they are typically wooden with metal plating overtop and possibly oil-/fluid-filled tubes running around the wood like blood-veins.
and I imagine them having a Hard-drive-like system inside their heads or something that functions much as a Cyberbrain from Ghost In The Shell.
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2 years ago ::
Mar 26, 2011 - 12:25AM
#24
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Date Joined:
Feb 10, 2009
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As for the Warforged sinking or floating, I believe there is no mechanical difference between them and a fleshy humanoid. Fluff-wise they might sink more often but that might just be their "armor". Put a Warforged and a Human in Plate Armor (most likely actually attached to the former) and watch both of them sink. And both of them have the same penalty to their Athletics checks. The difference is the Warforged doesn't have to breathe and can just "chill" on the ocean floor.
What might be useful is to have a lightly armored Warforged that can wear a heavy belt or vest or shoes when "diving". This allows him to swim easily as well as function as an underwater walker.
As for classes, consider using a "spiked gauntlet" as a weapon for being armed AND having hands free. Quick Draw is also useful for being armed at a moment's notice. Pretty much any class could be a pirate.
Martial classes all fit quite well. The fighter is your general marine/brawler/swashbuckler guy. The rogue is your sneaky cutthroat guy. The ranger is your quick-and-deadly dual-wielder pirate. The warlord is your leader/captain/mate/officer.
The Arcane classes could work well in a fantasy pirate crew. Using energy damage to hinder an enemy ship is a useful skill. Wizards might be too bookish but an alternative fluff wizard who cobbled together an arcane education drifting through ports and offering his "fireball" to captains could be interesting. A bard could be a ship's musician/cook/morale officer/bosun/jack-of-all-trades guy. A sorcerer could have grown up on the waves and could take his style from the pirate life. A swordmage could be a magic-enhanced duelist swashbuckler.
Divine classes might seem difficult...but not really. Whether Cleric, Paladin, Invoker, or Avenger...they are all just followers of the deity of piracy, thievery, the ocean, alcohol, swordplay, or something like that. A pirate paladin could look like a dirty guy with an eyepatch and cutlass but when he says the name of "Holyjack the Pirate King in the Sky" his cutlass REALLY hurts.
Primal classes just devote themselves to the nature of the sea. Bear-themed characters could be whale-themed or shark-themed or seagull-themed. A primal character could be a foul "windwitch". A druid could wild-shape into a fierce squid-beast.
Psionic...I don't know. Maybe there are psionic pirates.
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2 years ago ::
Mar 26, 2011 - 10:47AM
#25
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Date Joined:
Mar 12, 2011
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Unless your boat is magical itself, or your crew is rowing it (or has slaves to do so), you might need a primal, divine, or psionic character just to provide wind in the sails.
Psionic characters are kind of hard to imagine as pirates, but I'm not really sure why. Maybe it's just that we've always been told that the psionic power source takes training and discipline and skill to tap into, while we imagine pirates as rather more brutal and dextrous?
The flavor text for battleminds actually fits fairly well as a pirate, and they can easily stack feats and features that let them extend push range to knock targets well off your ship.
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2 years ago ::
Mar 26, 2011 - 1:55PM
#26
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I think a Harrier or Wild Battlemind would be a great fit for a pirate ship, if not quite as cool as the warforged brawler. A monk would make a great deckhand, between the excessive mobility, possible pushing ability, and ability to use a weapon or not as convenience merits. How did he get there? Maybe he's on the run from a monastery for whatever reason.
Any divine character following Melora or Kord might have reason to take to the sea, although I mostly picture Clerics going that way.
An Eagle Shaman, especially one with wind-based powers, could be flavored as propelling the ship, and the spirit companion would be great at boarding enemy ships to make a beacon for ranged attackers, and extend the shaman's power to attack while he stays safely on his own ship.
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2 years ago ::
Mar 27, 2011 - 11:06AM
#27
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I think a Harrier or Wild Battlemind would be a great fit for a pirate ship, if not quite as cool as the warforged brawler. A monk would make a great deckhand, between the excessive mobility, possible pushing ability, and ability to use a weapon or not as convenience merits. How did he get there? Maybe he's on the run from a monastery for whatever reason.
Any divine character following Melora or Kord might have reason to take to the sea, although I mostly picture Clerics going that way.
An Eagle Shaman, especially one with wind-based powers, could be flavored as propelling the ship, and the spirit companion would be great at boarding enemy ships to make a beacon for ranged attackers, and extend the shaman's power to attack while he stays safely on his own ship.
and for flavour, you could make it a Mackaw Shaman, or a Tucan Shaman. =w= or some other kinda Bird of Paradise.
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2 years ago ::
Mar 27, 2011 - 1:13PM
#28
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I think a Harrier or Wild Battlemind would be a great fit for a pirate ship, if not quite as cool as the warforged brawler. A monk would make a great deckhand, between the excessive mobility, possible pushing ability, and ability to use a weapon or not as convenience merits. How did he get there? Maybe he's on the run from a monastery for whatever reason.
Any divine character following Melora or Kord might have reason to take to the sea, although I mostly picture Clerics going that way.
An Eagle Shaman, especially one with wind-based powers, could be flavored as propelling the ship, and the spirit companion would be great at boarding enemy ships to make a beacon for ranged attackers, and extend the shaman's power to attack while he stays safely on his own ship.
and for flavour, you could make it a Mackaw Shaman, or a Tucan Shaman. =w= or some other kinda Bird of Paradise.
Your Giant Parrot Spirit will strike fear into the hearts of your enemies. "Bawk! Shoot 'em right there! Bawkbawk!" And that leaves you Wis/Dex in leather, nice and mobile for a pirate ship. Heck, if the ranges work out, that shaman could stay at the ship's helm during combat to stay safe (possibly with cover) and maintain line of sight, and send the parrot all over the place to direct the attack. Awesome pirate captain, right there.
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2 years ago ::
Mar 27, 2011 - 3:10PM
#29
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Date Joined:
Mar 12, 2011
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This sounds like a blast. I think like many have suggested any class can work it is more how their talents can be utalized on the ship and what ties them to the crew. Why are they together and what the can do is far more important than the normal text describing the class. Druids and rangers have been utilzed by ocean going ships on the surface why not in the underdark. Perhaps a druid is related to one of the other crew members, or has allied themselves witht he crew because the often run afoul of Drow slavers or Saughain that are harmful somehow to the balance of nature in the dark water. The bigest issue I see is how you will handle the skills. How much is handled by dungeoneeiring, athletics do you need to have new skills added; sailing, navigation, shipwright, ect. If I was DMing I would invent half a dozen skills pertaining to the dark water, sailing and so forth and let everyone have an extra skill slot to reflect the fact that they are sailors.
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2 years ago ::
Mar 27, 2011 - 8:20PM
#30
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Date Joined:
Mar 15, 2008
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I could see a Druid working. I don't know, Rangers just don't feel very much like a pirate to me. I can't get over the whole "two-weapon fighting" vs "one hand for the ship, one for yourself" I guess.
"Not only are you wrong, but I even created an Excel spreadsheet to show you how wrong you are." --James Wyatt, May 2006
Dilige, et quod vis fac
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