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VolcanicErupt
2019-11-19, 02:30 AM
Playing a PF pirate game where we are going to almost always on a boat. We are lvl 2, Standard races, and Homebrew is allowed, but of course has to pass inspection. EDIT: No Swim Speeds.

I wanted to play a grappler, so naturally, I find Brawler appealing. My problem is wanting to play to the campaign's water setting. I don't see an archetype that lets me channel the power of a kraken or giant squid or anything like that, so what's up with that? Is there not an aquatic style brawler? Maybe get some gator rolls or snake constriction?

The only other way I see this happening is a druid or something and going with Wildshape/Poly to just transform into the creature, but I don't want to do this. I wish to stay away from magic classes because I'm tired of dealing with spells(I usually play spellcasters) and those are all higher level things anyway.

I did see the Shark Shaman, which is a bit more the kinda thing I am looking for. If it was themed after a cephalopod and a brawler archetype, I'd be basically the kinda thing I'm interested in.

Maybe something is out there that I'm missing? Pls help this grappler in need.

Psyren
2019-11-19, 04:01 AM
Why not just pick an aquatic or amphibious race? You don't need that aspect to come from your class. Some good watery races for a brawler include:

Adaro (https://aonprd.com/RacesDisplay.aspx?ItemName=Adaro) - Shark people, very athletic and not too bright, but Brawler's Cunning means you don't need much Int anyway, making them an excellent fit.

Cecaelia (https://aonprd.com/RacesDisplay.aspx?ItemName=Cecaelia) - Squid people, would be pretty thematic for your grappler, and they share the Adaro's "disadvantage" (which won't hinder you.)

Undine (https://aonprd.com/RacesDisplay.aspx?ItemName=Undine) - Water genasi/planetouched, you'll want to go dex-focused with these.

Merfolk (https://aonprd.com/RacesDisplay.aspx?ItemName=Merfolk) - fantastic stats, you'll want the Strongtail trait so you're able to keep up with the party outside water.

There are also Gillmen, Sahuagin, Tritons, Naiads, and Grippli as options.

VolcanicErupt
2019-11-19, 04:36 AM
I feel stupid now; honestly didn't think of that. While he did say standard races, I'm going to speak with him and see if I can get one of these because they look awesome.

Rynjin
2019-11-19, 04:41 AM
There is the Kraken Style (https://www.d20pfsrd.com/feats/combat-feats/kraken-style-combat-style/) Feat chain as well, for flavor (plus it's not too bad).

Particle_Man
2019-11-19, 07:25 AM
Some snakes are aquatic, so maybe the snakebite striker archetype? If you take that and variant multiclass rogue (which fits the pirate idea) you get pretty close to full sneak attack to go along with your full BAB and full monk damage.

Warning, you need to find a way to shore up your will save (esp. vs. charm/compulsions!).

legomaster00156
2019-11-19, 08:45 AM
Don't forget Skinwalker (https://www.d20pfsrd.com/races/other-races/more-races/standard-races-1-10-rp/skinwalkers-10-rp) with the Wereshark bloodline, or the Aquatic Elf (https://www.d20pfsrd.com/races/other-races/more-races/race-points-unknown/aquatic-elves).

Gnaeus
2019-11-19, 11:11 AM
I generally agree with advice given. But if we are talking skull and shackles races with natural swim/fly speeds may be barred at start. You get press ganged before game starts and being able to just jump in the ocean and swim off derails the train.

Psyren
2019-11-19, 11:24 AM
I generally agree with advice given. But if we are talking skull and shackles races with natural swim/fly speeds may be barred at start. You get press ganged before game starts and being able to just jump in the ocean and swim off derails the train.

True - a way around this could be to have a reason to stay, for example being close friends with another party member who can't escape the way you can, and thus sticking around for their sake.

In addition, aquatic races would be pretty well-known to pirates, who may take extra precautions with that player - like special restraints or straight up knocking them out.

VolcanicErupt
2019-11-19, 11:35 AM
Update: No swim speeds. Fly & Climb are fine, but he doesn't want Swim speeds.

Psyren
2019-11-19, 11:51 AM
Update: No swim speeds. Fly & Climb are fine, but he doesn't want Swim speeds.

What about bonuses to the Swim skill that don't come from an actual swim speed? For example, you could be a Human with the Aquatic Ancestry or Heart of the Sea traits, or a Half-Elf with Child of the Sea or Sea Legs.

VolcanicErupt
2019-11-19, 12:03 PM
Bonuses work, but it really seems like a stretch.

Since Homebrew is okay, I think I'm just going to have to make an archetype.

Iku Rex
2019-11-19, 03:53 PM
How about a half-elf synthesist summoner? Maybe with the wild caller racial archetype as well, if the GM allows it?
https://www.d20pfsrd.com/classes/base-classes/summoner/

Eidolons have a number of grappling-related evolutions.
https://www.d20pfsrd.com/classes/base-classes/summoner/eidolons

Yes, it's a spellcaster, but you could focus on buffs and healing and not worry too much about the spells. Or you could multiclass with a martial class, and get just enough summoner levels to add a few tricks to the eidolon.

If an eidolon with a swim speed is a problem you could start out with a martial class and then "discover your powers" in the course of the campaign.

Rynjin
2019-11-19, 04:38 PM
I generally agree with advice given. But if we are talking skull and shackles races with natural swim/fly speeds may be barred at start. You get press ganged before game starts and being able to just jump in the ocean and swim off derails the train.

I think the value of the swim speed is being overvalued a bit as far as "escape the Wormwood" if this is Skull and Shackles. By the time the PCs wake up you're already about 16 hours out to sea; about 100 miles. It would take a PC with a swim speed 96 hours to make it back to land; 96 hours they cannot stop to rest, eat, or drink.

Even PCs with Swim speeds are well and truly ****ed at the start of the first book.

Psyren
2019-11-19, 04:57 PM
^ Yeah, I was pretty doubtful that the aquatic module wasn't designed in such a way that aquatic PCs couldn't be railroaded along with the others, but I was giving the GM the benefit of the doubt and just guessing they wanted a little added challenge from choppy seas and whatnot. I can see where a PC with a swim speed can reduce that, but I agree that they wouldn't eliminate it completely.

Gnaeus
2019-11-20, 12:11 PM
^ Yeah, I was pretty doubtful that the aquatic module wasn't designed in such a way that aquatic PCs couldn't be railroaded along with the others, but I was giving the GM the benefit of the doubt and just guessing they wanted a little added challenge from choppy seas and whatnot. I can see where a PC with a swim speed can reduce that, but I agree that they wouldn't eliminate it completely.

I think the AP just suggests not allowing them though.

There are also a lot of bits where being aquatic is just disproportionately useful. But it’s not like the game bans T1-2 casters who have cheap easy ways to workaround. Everyone in our group wound up with a swim speed by gear or spells or class or something. In a lower op group it could matter more.