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View Full Version : Player Help Arr you scurvy dogs, how would ye make a proper pirate!?



Rfkannen
2015-02-21, 04:47 PM
Yeah, what do you think the best pirate is? I mean we got the background, and pirates are cool. How would you make a pirate? What class do you think fits best? I would say either fighter or bard (because alestorm is awesome, so is muppets treasure island). What do you think?

What builds fit what roles on a ship? First mate? Captain?

What feats work well!

Even though this makes no sense, races?

Who do the voodoo?

Naanomi
2015-02-21, 04:52 PM
Lots of classes for Pirating; but I do like Bard for it. Lore Bard self-buffing is one of the few ways to boost Navigation and Water Vehicle checks after all.

Really though, a pirate crew would have a core party of many classes

Rfkannen
2015-02-21, 05:07 PM
Lots of classes for Pirating; but I do like Bard for it. Lore Bard self-buffing is one of the few ways to boost Navigation and Water Vehicle checks after all.

Really though, a pirate crew would have a core party of many classes

Bards work well

Your second comment made me think about it, and I edited the main post to add what classes would fit what roles on a ship.

PIRATES!!!!

Naanomi
2015-02-21, 05:38 PM
Oh, almost any class really. Races can be across the board as well; since pirate crews come from all over the map. Lets do a class-by-class:

Barbarian: Most pirate crews have a big, angry, exotic foreign guy; often as an enforcer (formally or informally) of the Captain's will
Bard: Lore Bard traveling the world looking for new tales? Valor Bard viking?
Cleric: Pick any God of the sea or storms and you are set
Druid: Coastal Druid is the obvious fit; though Moon Druids can *be* water at higher levels
Fighter: Your classic 'master swashbuckler' is a Battle Master fighter
Monk: Not the most natural fit, but Elemental Monks have some relevant water and wind powers; and picking up some exotic crew member from exotic asia far away lands is pretty popular
Ranger: Hunters chasing down a notorious sea-monster 'Moby-Kraken'? Or someone with (riding?) a giant crab?
Rogue: Most Pirates probably come from this stock I'd guess; a female-dressed-as-male Assassin as well
Warlock: Old Ones always seem to be trapped in forgotten places in the depths; a good place for your 'voodoo priest' pirate. Pick up a Book of Forbidden maps or Davy Jones' Trident?
Wizard: Necromancer risen undead crews are a distinct possibility; and Divination specialists make navigation a breeze

Paladin or Sorcerer could easily be pirates, but no archetypical Pirate type springs out to me for either

Forrestfire
2015-02-21, 06:20 PM
Really, I'd probably use any dex-based combatant, combining a rapier with Crossbow Expert and a refluffed hand crossbow -> pistol. Bard is awesome for the fluff of having a ship's musician, though.

Rfkannen
2015-02-21, 06:54 PM
Oh, almost any class really. Races can be across the board as well; since pirate crews come from all over the map. Lets do a class-by-class:

Barbarian: Most pirate crews have a big, angry, exotic foreign guy; often as an enforcer (formally or informally) of the Captain's will
Bard: Lore Bard traveling the world looking for new tales? Valor Bard viking?
Cleric: Pick any God of the sea or storms and you are set
Druid: Coastal Druid is the obvious fit; though Moon Druids can *be* water at higher levels
Fighter: Your classic 'master swashbuckler' is a Battle Master fighter
Monk: Not the most natural fit, but Elemental Monks have some relevant water and wind powers; and picking up some exotic crew member from exotic asia far away lands is pretty popular
Ranger: Hunters chasing down a notorious sea-monster 'Moby-Kraken'? Or someone with (riding?) a giant crab?
Rogue: Most Pirates probably come from this stock I'd guess; a female-dressed-as-male Assassin as well
Warlock: Old Ones always seem to be trapped in forgotten places in the depths; a good place for your 'voodoo priest' pirate. Pick up a Book of Forbidden maps or Davy Jones' Trident?
Wizard: Necromancer risen undead crews are a distinct possibility; and Divination specialists make navigation a breeze

Paladin or Sorcerer could easily be pirates, but no archetypical Pirate type springs out to me for either

Barbian, I suppose It works but I just don't get a picture in my head.

Bard. Valor bard does fit best. If you count vikeings as pirates that would be awesome. I mean they were, but they are two different stereotypes

Cleric. Voodoo is a religion, so that works to. I knew voodoo priest when I was young, he had a huge snake. Always was afraid it would eat me.

Druid. I would also work voodoo into this. But yeah, coast druid works.

Fighter. Fighters can be any job realy

Monk. I suppose so, but again it doesnt fit in my head. I don't see unarmed pirates.

Ranger. That would actually work very well. never thought of it

Rogue would probably be most of them

Warlock would be %^&* AWESOME.

Undead wizards are a staple

Actualy now that i think about it, where does the voodoo pirate thing come from? I don't think any actual pirates were ever known for messing with voodoo, or even the dark arts.



Really, I'd probably use any dex-based combatant, combining a rapier with Crossbow Expert and a refluffed hand crossbow -> pistol. Bard is awesome for the fluff of having a ship's musician, though.

Yeah, Best case. Have a valor bard with a crossbow and a rapier!

I kind of want to roll a wereshark descended shifter valor bard now.

JAL_1138
2015-02-21, 08:57 PM
Barbian, I suppose It works but I just don't get a picture in my head.
Bard. Valor bard does fit best. If you count vikeings as pirates that would be awesome. I mean they were, but they are two different stereotypes
Cleric. Voodoo is a religion, so that works to. I knew voodoo priest, he had a huge snake. Always was afraid it would eat me.
Druid. I would also work voodoo into this. But yeah, coast druid works.
Fighter. Fighters can be any job realy
Monk. I suppose so, but again it doesnt fit in my head. I don't see unarmed pirates.
Ranger. That would actually work very well. never thought of it
Rogue would probably be most of them
Warlock would be %^&* AWESOME.
Undead wizards are a staple

Actualy now that i think about it, where does the voodoo pirate thing come from? I don't think any actual pirates were ever known for messing with voodoo, or even the dark arts.




Yeah, Best case. Have a valor bard with a crossbow and a rapier!

I kind of want to roll a wereshark descended shifter valor bard now.


Valor bard makes the most sense, especially for a deck boss or for a captain (use components for spells). Yo ho heave ho, rowing songs and sea shanties, and whatnot, plus commanding (read, Inspiring) the crew.

Or go rogue and put Expertise in Deception to make Jack Sparrow.

Friv
2015-02-21, 08:58 PM
Actualy now that i think about it, where does the voodoo pirate thing come from? I don't think any actual pirates were ever known for messing with voodoo, or even the dark arts.

Fun, slightly-off topic history!

The pirates that we tend to think of when we imagine pirates are based on, as you probaby already know, the buccaneers, pirates who primarily attacked Spanish shipping in the 1600s. They tended to be pretty democratic and anti-establishment, being largely composed of people who didn't like sailing for the governments of Europe. As a result of these two facts, they ended up hitting a lot of slave ships (for money) and then recruited the former slaves as members of their crews, along with escaped slaves from Spanish plantations.

Because of this, there were a lot of black, ex-slave pirates (over a quarter of them, by some estimates), and Haitian Vodou (the religion, not the dark magic thing) was just gathering steam in the Caribbean at the time, so you'd see a lot of vodou-practicing pirates. From there, the idea of pirates using dark magic probably caught steam, since sailors at the time tended to be more superstitious than an already-superstitious population, and there you go.

Naanomi
2015-02-21, 09:08 PM
Voodoo is associated with piracy in fiction largely just because they are both 'Caribbean'.

Barbarian pirates are the only black/African pirate in most pirate movies; thick accent, poor English, tattoos or piercings, probably huge. Pirates of the Caribean franchise had a guy like this, so did Treasure Island.

Anyways...
Sailor/Ranger Hunter: Captain Ahab
Criminal/Rogue Thief: Crossbow wielding female 2nd in command
Performer/Fighter: swashbuckling showboat
Hermit/Warlock: voodoo Cthulhu priest

A pirate adventuring party!

Rfkannen
2015-02-21, 11:17 PM
Fun, slightly-off topic history!

The pirates that we tend to think of when we imagine pirates are based on, as you probaby already know, the buccaneers, pirates who primarily attacked Spanish shipping in the 1600s. They tended to be pretty democratic and anti-establishment, being largely composed of people who didn't like sailing for the governments of Europe. As a result of these two facts, they ended up hitting a lot of slave ships (for money) and then recruited the former slaves as members of their crews, along with escaped slaves from Spanish plantations.

Because of this, there were a lot of black, ex-slave pirates (over a quarter of them, by some estimates), and Haitian Vodou (the religion, not the dark magic thing) was just gathering steam in the Caribbean at the time, so you'd see a lot of vodou-practicing pirates. From there, the idea of pirates using dark magic probably caught steam, since sailors at the time tended to be more superstitious than an already-superstitious population, and there you go.


That makes sense! never thought about that. Are they any examples of pirates that people thought had evil magic and stuff? Just had an idea for a world of darkness thing.


Voodoo is associated with piracy in fiction largely just because they are both 'Caribbean'.

Barbarian pirates are the only black/African pirate in most pirate movies; thick accent, poor English, tattoos or piercings, probably huge. Pirates of the Caribean franchise had a guy like this, so did Treasure Island.

Anyways...
Sailor/Ranger Hunter: Captain Ahab
Criminal/Rogue Thief: Crossbow wielding female 2nd in command
Performer/Fighter: swashbuckling showboat
Hermit/Warlock: voodoo Cthulhu priest

A pirate adventuring party!

Oh yeah, I think I remember that guy

that would be a pretty cool team. Works to, although I would just give the second in command a pistol. Captain ahab pirate, that would be a pretty cool character.

Kind of funny to think that not all pirates have the pirate backround. Makes sense though.

TrollCapAmerica
2015-02-22, 12:16 AM
Paladin or Sorcerer could easily be pirates, but no archetypical Pirate type springs out to me for either

Sorcerer can just fit into other magicy type troupes or even by one of the locals with a mysterious heritage

Paladins? Does the Dread Pirate Roberts ring any bells? A Paladin of Vengeance would be an easy fit as well. or a noble Privateer or even better a PROFESSIONAL PIRATE.

Your honest brave and free
The soul of decency
Because when your a profession-al Piirraattee
Your always in the best of coommppaannyy!

Logosloki
2015-02-22, 01:13 AM
Warlock pirate allows you to play some really weird characters. I'm thinking a bladelock whose weapon is fluffed out as molluscs growing out of a tentacled hand. A tomelock carrying a heavy stormstained tome or a chainlock with a monkey familiar. Fiendish paths take on the awe of st elmos to the dread of a fire at sea. Fey already play on the mysticism of the sea and the ever present old ones the enlightenment that comes from being a mortal on the uncaring open ocean.

Shining Wrath
2015-02-22, 09:10 AM
A Paladin pirate could be someone scouring the seas for slave ships, slaughtering the crew and setting the slaves free. Or attacking the shipping of the Nation Run By The Bad Guys, which is how many historical pirates viewed themselves; our side Good, their side Evil, capture their ships, loot their booty.

For sorcerers you could start with a Dragon Sorcerer that has an ancestry from a water-friendly dragon. The dragons that can breathe underwater are Black, Bronze, and Gold. Bronze gives you lightning boosts and seems like the most nautical choice.

Beleriphon
2015-02-22, 11:01 AM
For sorcerers you could start with a Dragon Sorcerer that has an ancestry from a water-friendly dragon. The dragons that can breathe underwater are Black, Bronze, and Gold. Bronze gives you lightning boosts and seems like the most nautical choice.

Chaos socerer with a heavily weather themed table would be pretty fun too.

Zyzzyva
2015-02-22, 12:05 PM
That makes sense! never thought about that. Are they any examples of pirates that people thought had evil magic and stuff? Just had an idea for a world of darkness thing.

Blackbeard, for one. The burning-punks-in-the-beard was a deliberate playing up of his satanic powers.

I like all of the pirate class ideas presented; as for Paladin, a CG Errol Flynn-type would be a pretty good fit, assuming you could swing the Code.

Rfkannen
2015-02-22, 05:12 PM
Another paladin idea, oathbreaker.

A lot of the time, privateers would be fired while they were still at sea, and they would continue to pirate it up, not knowing they were breaking the law. So you could have a lawfull paladin that got pissed that he was an outlaw, and broke his oath.

Wait, a mollusc comeing out of tentacles? Like a clam?

Beleriphon
2015-02-22, 05:50 PM
Blackbeard, for one. The burning-punks-in-the-beard was a deliberate playing up of his satanic powers.

I like all of the pirate class ideas presented; as for Paladin, a CG Errol Flynn-type would be a pretty good fit, assuming you could swing the Code.

An Oath of the Ancients is probably a good way to go. Kind of like a nautical Robin Hood.

CrusaderJoe
2015-02-22, 07:29 PM
Gary Von Beardscratch the Mountain Dwarf Soldier Wizard Diviner.

Str: 11
Dex: 15
Con: 14
Int: 15
Wis: 12
Cha: 8

AC: Chain shirt : 13 + 2 (Dex) = 15
HP: 9
ASIs: Boost Int as fast as possible.

Skills: Athletics (+2), Intimidation (+1), Arcana (+3), Insight (+3)

Spells: Choose to know some save base spells and some attack rolls. Your diviner abilities will help make sure you pull these off when you need to. Get some decent defensive spells.
Spell Attack: +4
Spell DC: 12

Studied wizardry and was kicked out of his home (what sort of dwarf does that?) and forced to join the Bearded Brigade (homeland army) in which kicked him out after his mandatory service, his beard just wasn't glorious enough.

The family informed Gary of his impending marriage since he wasn't fit to do anything else. Gary noped the hell out of that.

Gary ended up on a ship and paid his passage with work (and drinking games). He liked it, sure the work was hard but he loved the ocean and his natural resilience allowed him to study at night.

Note: Changed my ability scores around. At level 4 can take a +1 to Dex and Int.

TrollCapAmerica
2015-02-23, 12:05 AM
What sorta Dwarf studies Wizardy? Boy you better not have insulted the proud and storied history of the Runeforger clan or I'm getting back to crafting that +3 straight razor of quickness

VeliciaL
2015-02-23, 01:43 AM
What sorta Dwarf studies Wizardy? Boy you better not have insulted the proud and storied history of the Runeforger clan or I'm getting back to crafting that +3 straight razor of quickness

What sort of Dwarf owns a straight razor? Let the beard grow free!

TrollCapAmerica
2015-02-23, 03:08 AM
What sort of Dwarf owns a straight razor? Let the beard grow free!

Interclan warfare: Nuclear option

Probably should have made it Vorpal though

Shining Wrath
2015-02-23, 10:27 AM
For absolute giggles and grins, a gnomish wizard who has equipped an Apparatus Of Kwalish with some sort of torpedoes would make a terrifying pirate.

GP: "Yield, or be destroyed!"
Cap'n: "By that!?!?!" *snickers*
GP: *Fires tube 1*
Able Seaman: "Captain! We're holed beneath the water line!"
Cap'n: "We surrender!"
GP: "Throw me a line and I'll attach this bag of holding. Fill it and toss it back. I know you have [lists results of Divination spells], and they'd better be in the bag when it returns".

TheOOB
2015-02-23, 11:21 AM
Your classic pirate would be a rogue/fighter IMO. Any class could work, except maybe Paladin.

CrusaderJoe
2015-02-23, 11:43 AM
Your classic pirate would be a rogue/fighter IMO. Any class could work, except maybe Paladin.

Paladin works just fine, fluff and mechanics. I'm not sure why it wouldn't.

Joe the Rat
2015-02-23, 01:58 PM
Barbarian: Most pirate crews have a big, angry, exotic foreign guy; often as an enforcer (formally or informally) of the Captain's willSee, and I don't see the barbarian as being foreign so much as being the berserker type. Gets into a right proper rage and becomes almost impossible to put down. Maybe someone like
Blackbeard. Savvy and theatrical, yes, but also rather brutal. Plus that whole tanking multiple shots and slashes, then swimming around the boat three times after being decapitated is right out of the Barbarian playbook.

Or Captain Cleaver.

But like others have said, just about any class can find a spot on the boat, so long as they can pull their weight. Consider the impact of magic on a classic Spanish Main endeavor. Trade cannon for Evokers. Diviners and Rangers trading off navigation duties. Entangle with seaweed. A Valor Bard so hot he's Sklading. Cap'n Sydney, Oath of Vengeance Paladin (and finder of lost relatives).

Offer me a pirate game, and I'd be sorely tempted to roll up a Tempest Cleric. And I don't like playing Clerics.

Baptor
2015-02-24, 01:54 PM
Yeah, what do you think the best pirate is? I mean we got the background, and pirates are cool. How would you make a pirate? What class do you think fits best? I would say either fighter or bard (because alestorm is awesome, so is muppets treasure island). What do you think?

What builds fit what roles on a ship? First mate? Captain?

What feats work well!

Even though this makes no sense, races?

Who do the voodoo?

It do be dependin on the buckaneer mate.

If'n he being a sneaky type, Rogue/thief be the best bet.
If'n he be a swashbuckler and good wit a cutlass, maybe a rogue/fighter or just a fighter if he's a clobbering type with not much finesse.

Races of all kinds to go a piratin', but humans probably dominate the trade on the high seas.

The voodoo that you do so well probably be a bard if he be a pirate.

In short, pirates do be like ninjas in that they do whatever it takes to get the job done. So ye can have wizard pirates as well as cleric pirates (ifin the god do be agreeing to privateerin that is).

Argh!

TrollCapAmerica
2015-02-24, 02:20 PM
It do be dependin on the buckaneer mate.

If'n he being a sneaky type, Rogue/thief be the best bet.
If'n he be a swashbuckler and good wit a cutlass, maybe a rogue/fighter or just a fighter if he's a clobbering type with not much finesse.

Races of all kinds to go a piratin', but humans probably dominate the trade on the high seas.

The voodoo that you do so well probably be a bard if he be a pirate.

In short, pirates do be like ninjas in that they do whatever it takes to get the job done. So ye can have wizard pirates as well as cleric pirates (ifin the god do be agreeing to privateerin that is).

Argh!

I be liking' the o ya jib lad

Honestly folks with 15 years of One Piece out there it's amazing how far the Pirate motif could be spread. You could make almost anything work from Surly Half-Orc bucaneers to rum swilling Clerics that keep the merry outlaws in line to bluenosed reindeer shifter doctors

Beck I ran a 3.5 game for almost a year where the PCs went from escaped slaves to revolutionary pirates to leaders of their own privateering city-state. The main PCs were a tiger Shifter and a Lizardman Swashbuckler and we had to keep a log book of all the people they had working for them. I must have been running around 40-50 some odd individual named NPCs with their own stories and more subplots than I even time to touch upon

jazzymantis
2015-02-24, 04:06 PM
If you are going to be in a campaign where you have to fight against other ships or big sea monsters, ranged fighting is going to be important.

Archers that have access to flaming arrows would be a plus so they can burn down enemy ships/sails. Also fire spells.

If you are going to do the occasional "I want to take that guys ship" mission then you will want to not destroy the other ship with fire. This could go two ways pretty much. You approach them, board them, and muscle their crew into submission/death (barbarian, fighter). Or, you could paddle out at night on quite rowboats and sneak aboard the ships, killing their crew in their sleep or possibly just stealing their fancy magic baubles.

I personally like the idea of a rebellious young wood elf rouge who left the forest to be an archer on a pirate ship. Still get longswords for a pinch too. Trance means you will be valuable for mast duty though...

Feats? Sharpshooter/spell sniper would be great because it would be a lot more likely that you could get into combat scenarios in the open sea that are up to 600 ft (maximum longbow range). Burn their sail and they will be immobile or have to put their crew on the oars.

Keen mind? Always tell north could be pretty useful if you don't have a compass or are in a world where compasses don't work... + 1 intelligence? Maybe for wizard pirates?

Ritual caster? You will have a lot of time I would think, unless your pirate campaign is a Michael Bay movie. There are some pretty good ritual spells in the Wizard list for a sea based adventure.
1st level: Find Familiar- fish, octopus, little bird scout? Sounds pretty good.
-Detect magic/Identify- magic loot? spooky skeleon ship?
-Unseen servant- extra hand on deck, free servant?
3rd level: -Leomunds tiny hut- free 8 hour armored dome, have to abandon ship and use your lifeboat? It's armored while you are sleeping. also "The atmosphere inside the space is comofortable and dry, regardless of the weather outside." -PHB
-Waterbreathing nuff said there.
5th- Rary's telepathic bond- underwater missions and sneaky shenanigans.
-Contact other plane? Its alright?

Skulker- Miss you shot with your arrow? Do it again till you hit, they wont find you. Easier hiding


Edit- Ritual caster "the spell’s level can be no higher than half your level (rounded up)"

Safety Sword
2015-02-24, 05:05 PM
For sorcerers you could start with a Dragon Sorcerer that has an ancestry from a water-friendly dragon. The dragons that can breathe underwater are Black, Bronze, and Gold. Bronze gives you lightning boosts and seems like the most nautical choice.

You just handed me the next major NPC for my campaign. A Bronze dragon who talks like a pirate.

Shining Wrath
2015-02-24, 10:14 PM
You just handed me the next major NPC for my campaign. A Bronze dragon who talks like a pirate.

Arrrrrr, surrender your booty or I'll shock ye to ashes!

Naanomi
2015-02-25, 10:17 AM
Pirate Skills:
-Athletics, Acrobatics: both useful for getting around the rigging; and both useful to escape the grip of whatever tentacled sea horror is attacking the ship. Athletics has the edge for helping you swim in troubled waters.
-Stealth, Sleight of Hand: good for use in port and to use in fellow pirates; less practical utility on the open sea than some places. Have one good sneaky bloke to go in the enemy hold during a boarding maneuver.
-Investigation: most pirates have little use for it, they know all the books and crannies of their own ship. Good to have someone skilled for searching captured ships and during shore raids. Maybe the skill to track down buried treasure and, if you are a particular type of pirate, go poking around ancient island temples.
-Nature, Survival: important to keep food supplies going on thin times, especially if you end up on a deserted island without a ship. Having a lad who can tell the weather is invaluable as well; and this is the skill to identify most sea-beasts.
-Religion: if you are at the point you are screaming to th Gods for help, it's probably too late
-History, Arcana: Good for IDing ickier sea beasts, dealing with merfolk, and exploring island ruins
-Perception: the pirate who spots the enemy ship or sea beast before they spot him is in good shape; as important as ever
-Animal Handling: parrots and monkeys are traditional, but not too useful otherwise unless you breath water too
-Medicine, Herbalism: someone needs to put on those hooks and pegs; and deal with wench itch
-Insight, Persuasion, Deception: need to have at least one bargainer on the ship to sell loot at negotiate surrenders
-Intimidation: accentuate those pirate bonuses to being naturally scary
-Performance, gaming sets, music instruments: entertained at sea isn't bad

Tools:
-navigator, sea vehicle: vital to have several folks adept at running the ship around
-carpenter, tinker: keeping the ship afloat is always preferential
-cook, Brewers: nothing starts a mutiny faster than poor food or empty barrels
-cartographer: if you ever want to find the treasure you buried
-poison: some nasty toxic beasts in the deep if that is your inclination
-forgery: false dock papers, privateer writs, and bounty noticed
-disguise: if you get a little too infamous
-thieves: enemy ships and buried chests, but usually muscle will solve those problems just the same