Ahoy! Gestalt Dread Pirate off port side! [Archive] - Wizards Community

Post/Author/DateTimePost
Fanged Fremont

09-29-05, 08:13 PM
I'm helping my good buddy to build an Honorable Dread Pirate for a gestalt campaign that will have a substantial amount of sea travel. (see also my build is done and his leaves something to be desired) We're starting at level 3 and unfortunately we never quite know when we'll be able to enter a prestige class since we have to roleplay such things but the DM has hinted that he will be able to get into dread pirate as soon as possible.

We're allowed things from core, complete adventurer, races of stone, Unearthed Arcana, and with enough sweet talking things from the other complete books (DM only owns Adventurer and decrees only things he personally owns are allowed). We got him to OK master thrower and a couple other things from complete warrior. We're also willing to purchase stormwrack if there is any good things we can use in there, (I hear there's a harpoon which my barbarian would probably enjoy). I saw the Legendary Captain but we're looking for something different.

The party consists of me, a Human, Barbarian3/Sorc1/Rog1/Ftr1 working towards Dragon Disciple, a Half Elf Mystic Monk (double sided homebrew class, see Avatar the last airbender), a gnome sorc3/bard3, a homebrew catperson scout3/cleric3, and a dwarf barb2/rgr1/druid3, and possible another fighter type (player has a 'life' outside D&D).

Because of DM craziness we have stupid powerful ability scores. Here's the pirates. Str17. Dex18. Con17. Int 18. Wis 12. Cha 16.

What I was thinking goes along the lines of Rog20 on one side and this.

Human
1. Swash1 Free Weapons Finesse. Quickdraw. Improved Initiative
2. Battle Sorc variant. Parrot familiar, use Raven stats :ayyyy!:
3. Ftr1 Improved Buckler Defense. TWF
4. Bard for Will save and inspire courage stacking with pirate's rally.
5. Ftr2 Oversized Two Weapon Fighting (for later dual wielding keen rapier goodness or other things.)
6 Dread Pirate ARG! Our DM is kind enough to rule that since he already has TWF this level in DP will boost it to Imp TWF since his BAB would allow it (otherwise bard would have been moved to level 5)
7. Thief Acro. Full Speed tumbling and other goodies.
8. Thief Acro. Dodge bonus and allows pirate's and rogue's weak will saves to improve on offset levels. We're really afraid of our party's bard/sorc gnome.
Then DP to 17. Dunno after that.

I've been playing with the idea of him getting exotic weapon profinciency whip and then taking a level of exotic weapon master instead of that second level of thief acrobat and take the ability to use range weapons without provoking AoO's. Then becoming a trip/disarm monkey. Will be all the better if we can talk the DM into allowing the nagaika or whip dagger. You remember that scene from rundown right?

So any ideas? He's taking Dread Pirate for flavor more than anything. He like being able to do damage but doesn't care for spellcasting. If he does take that one level of sorc like my idea above I'll suggest he take the critical strike spell from complete adventurer for sneak attacking bonus and even more rapier criticals.

Also I know 3 levels in Swashbuckler will net him int to damage, but is there a less painful way to get int or dex to damage. If he goes the crit monkey route he might as well actually have some damage to double.
monkmania

09-29-05, 09:42 PM
i'm a little too busy to help you with your build, but i have to say you have posted the funniest thread title i've ever seen on the boards.
Blas de Lezo

09-30-05, 05:22 AM
unfortunately we never quite know when we'll be able to enter a prestige class since we have to roleplay such things but the DM has hinted that he will be able to get into dread pirate as soon as possible.

If you don't want to enter a prestige class, take a look at this:

Pirate: core class http://boards1.wizards.com/showthread.php?t=358801
:D
Fanged Fremont

09-30-05, 10:30 AM
If you don't want to enter a prestige class, take a look at this:

Pirate: core class http://boards1.wizards.com/showthread.php?t=358801
:D

That's actually a pretty cool class. My buddy and I had been thinking Rogue20 but if we OK this class with our DM he'll probably make him take 20 levels of pirate. Even if he does it's still better than dread pirate any old day.

Let's see. 20 levels pirate on one side.

Change his ability scores to Str 15, Dex 18, Con 17, Wis 12, Int 18, Cha 17 and next level at fourth boost Cha to 18.

1.) Rogue even more skill points. Quick Draw & Improved Initiative
2.) Battle Sorcerer for parrot familiar
3.) Swashbuckler for the weapon finesse. TWF
4.) Fighter Improved Buckler Defense
5.) Fighter Oversized TWF
6.) Rogue Imp TWF Uncanny Dodge pirate ability, or see if DM would be nice enough to turn the TWF pirate thing into Imp TWF and if so take Quick Reconnoiter as the level feat.
7.) Thief Acro
and then continue with rogue or maybe even sorc.

thanks for the link. I'll definately be showing it to my DM and start using it in the campaigns I run.
Fanged Fremont

09-30-05, 05:57 PM
Our DM has OK'd the pirate but not before we made a couple of amendments before the DM looked at it. We changed the gunpowder addict to give precise shot with daggers and darts and hand crossbows seeing how we don't have guns. Then we changed Cannon Demon to Sneak Attack (Evil I know but whatever). Other than that the Pirate is completely as it was in the above post.

I can't remember but I think reflex is the only of the master thrower's good saves, if not then the saves will be off a bit. They might be off regardless since I'm not too sure about how gestalt saves system works. I just figured you take whatever gives you the better benifit each level. Also our DM has thrown out multiclass penalties for expirience, so I felt free to dip around a bit. I was contemplating a level of barbarian for the extra speed so he could tumble even farther but I didn't feel it was worth it.

BSc = Battle Sorcerer. TAc = Thief Acro. MTr = Master Thrower. SWB = Swashbuckler. (A swashbuckling pirate? Redundant redundant?

Lvl Class Fort Ref Will Feats/Abilities
01. Pir01/Rog01 02 02 00 Improved Init, Quick Draw,
02. Pir02/BSc01 03 03 02 TWF
03. Pir03/Swb01 05 03 03 Oversized TWF, Weapon Finesse
04. Pir04/Rog02 06 04 03 Evasion
05. Ftr01/Rog03 08 04 04 Point Blank Shot
06. Ftr02/TAc01 09 06 04 Imp TWF, Weapon Focus (dart or dagger, probably dart)
07. Pir05/Rog04 09 07 04 Uncanny Dodge
08. Pir06/Rog05 10 08 05 Gun Powder Addict (We'll come up with a more campaign appropriate name later.)
09. Pir07/Mtr01 10 10 05 Quick Reconnoiter
10. Pir08/Rog06 11 11 06 Wit
11. Pir09/Rog07 11 11 07 Crew
12. Pir10/Rog08 12 12 07 Greater TWF, Imp. Uncanny Dodge
13. Pir11/Rog09 12 12 08
14. Pir12/Rog10 13 13 09
15. Pir13/Rog11 13 13 09 Imp Buckler Defense
16. Pir14/Rog12 14 14 10
17. Pir15/Rog13 14 14 11
18. Pir16/Rog14 15 15 11 Rapid Shot
19. Pir17/Rog15 15 15 12
20. Pir18/Rog16 16 16 13


Not sure what pirate and rogue abilities he'll want after level 10 so I'll let him figure that out.

Imp. Buckler Defense because that late in the game we should be able to make one hardcore buckler. Rapid shot because I don't know about level 18 feat.

Master Thrower he'll take trip shot and trip everyone (or focus on one guy and try and trip him with the last attack) for sneak attack damage the first round of combat since he'll probably beat them with his mad initiative score, (8+Dex Mod).

Thief acro for full speed tumbling and other goodies.

Since we changed cannon demon to sneak attack he'll get 10d6 sneak attack by level 20. 11d6 if the DM doesn't mind getting two sneak attack boosts on the same level.

The level of battle sorc is for the parrot familiar, critical strike, fun with prestidigitation, and access to golembane wands and other wands and scrolls in general. Plus the will save helped.

That's about it. So any comments, ideas, suggestions?