Cohort for my Pirate [Archive] - Wizards Community

Post/Author/DateTimePost
_metz_

05-09-07, 02:55 AM
I just retrained my level 6 feat on my character to Leadership, the character is level 8 and is after a level 6 cohort.

At the moment I am thinking either a cleric of some Aquatic deity, (Procan is good, travel domain). Thinking of a cleric with good dex to offset the lack of full plate wearing opportunities on a ship, but unsure. (Maybe some sort of elf full caster cleric, was looking at Dwarves, gnomes or halflings as well.) I would like the character to have a decent con score as stat boosters are harder to come by...

Or a wizard perhaps, for buffing and flexibility. If I do take Wizard The character will be taking "Ship's Mage" Feat from Stormwrack (I have access) cos its just too flavorsome and actually beneficial when on my primary's ship to not take it. (other than this feat all else is up for grabs)

What do you guys think? I don't have any special cohort access or anything...
_metz_

05-09-07, 04:01 AM
Atm am thinking wizard:

Gray Elf (Mainly cos my Pirate is also a Gray Elf believe it or not)

Stats:

Str: 8
Dex: 15
Con: 14 (incl. lvl 4 stat bump)
Int: 16 (18 with +2 stat booster)
Wis: 10
Cha: 8

1 Wizard1: Scribe Scroll, Combat Casting
2 Wizard2:
3 Wizard3: Spell Focus Evocation
4 Wizard4:
5 Wizard5: Quicken Spell
6 Wizard6: Ship's Mage
7 Geometer1:
8 Geometer2:
9 Fatespinner1: ???
10 Fatespinner2:
11 Fatespinner3:
12 Fatespinner4: ???
13. ???
paigeoliver

05-09-07, 07:31 AM
I am having trouble figuring out how you get those stats. Cohorts get the elite array of 15, 14, 13, 12, 10, 8, and gray elves get +2 int, +2 Dex, -2 str, -2 con right?

Atm am thinking wizard:

Gray Elf (Mainly cos my Pirate is also a Gray Elf believe it or not)

Stats:

Str: 10
Dex: 13
Con: 15 (incl. lvl 4 stat bump)
Int: 14 (18 with +2 stat booster)
Wis: 10
Cha: 10

1 Wizard1: Scribe Scroll, Combat Casting
2 Wizard2:
3 Wizard3: Spell Focus Evocation
4 Wizard4:
5 Wizard5: Quicken Spell
6 Wizard6: Ship's Mage
7 Geometer1:
8 Geometer2:
9 Fatespinner1: ???
10 Fatespinner2:
11 Fatespinner3:
12 Fatespinner4: ???
13. ???
_metz_

05-09-07, 08:01 AM
I am having trouble figuring out how you get those stats. Cohorts get the elite array of 15, 14, 13, 12, 10, 8, and gray elves get +2 int, +2 Dex, -2 str, -2 con right?

typo, charisma is supposed to be 8.
Potato Weasel

05-09-07, 08:59 AM
Sounds good, though you may also consider sculpt spell if you plan on loading any offensive area effects on to him, as it would help minimise the effect on your ship.

Also, I believe you need access but theres a feat called 'aquatic spellcasting' i believe, it allows you to auto cast fire spells underwater, and water surfaces dont block line of effect for spells and area effects. So, would be quite useful.
_metz_

05-09-07, 09:14 AM
I just went through all the ARs, and I have access to aquatic casting, and With Ship's Mage, I don't harm my ship with any spell - its brilliant, also plus one caster level... (Essentially the guy is 2nd mate and looks after my ship when I am off exploring on shore)

Might lose the Quicken Spell (useless atm) and take Aquatic mage instead...

(Obviously through my primary the cohort has access to most non closed Stormwrack stuff lol - he has played every aquatic mod, regional and not since year 5 began)
trollbill

05-09-07, 09:49 AM
Obviously, you need a Cabin Boy as a cohort. :D
_metz_

05-09-07, 10:41 AM
Well I was thinking cleric, but due to the "ship's mage" access, and the fact that cleric didn't really seem very piratey, I have gone the route of the wizard.

With Ship's Mage and Aquatic Casting, not only can I feel free to lightning bolt/fireball my own ship, and into the water at ease.

Hehe, its decent roleplaying. I'll probably initially be lynched for not taking a cleric, but when they are all hasted, they'll change their mind...
UMiskatonic

05-09-07, 11:19 AM
A druid might also be a good choice. All those weather spells might be just the thing to get the ship moving, and you'll have some healing ability as well.

Being able to summon aquatic creatures is a solid benefit as well.
Southernskies

05-09-07, 11:37 PM
At L6, your cohort can't afford a +2 stat bump item (they only get 5600gp to spend; max 1/2 on one item).

My Druid/Legendary Captain has a wizard cohort who just went to 7th and he *still* can't afford a stat bump. :mad:

You can get around it by buying it with your primary PC's gold and loaning it out.

Spells of choice for a ships mage: haste, leomunds tiny hut + detect ship & favourable wind (NONC - not yet available in Ratik).

If you do get access to favourable wind (I need it as well), Sea Witch is a really good prestige class for at least 3 levels worth (which is available through metaorgs when they come out). Wiz6/SW3/?? (Wiz6 for the extra spells and BAB/saves, as you need 2 x 3rd level spells for SW pre-reqs)
_metz_

05-09-07, 11:52 PM
I have access to some funky spells like disguise ship, waveblessed etc, I'll have to go through my ARs.

Bummer about the stat booster. Might have to permanently lend her one till she can afford her own...

Without the stat booster I will just purchase a lot of spells lol. And maybe a mithral buckler.

I might have some meta magic rod access out there somewhere too, I'll have to trawl through it.

Chances of using ship's mage only crops up in mods with either a week on a ship (can think of two at this point this year) or any mod where I can use my ship (by default she is familiar with my ship).

Hmm I still get three level 3's a day, will probably just prepare fireball, haste and the third as a variable most of the time.

I really don't want a druid cohort, as it doesn't fit with the pirate theme for the character. Hence why I didn't go cleric.
Southernskies

05-10-07, 02:05 AM
Specialist Wizard wouldn't hurt your cohort.

Mine is a Daakon, so I didn't have that option (but an 18 Str wizard is handy).
_metz_

05-10-07, 02:29 AM
Hmm, there is atm strong pressure to take my cohort as a cleric. Largely due to the lack of clerics around. (usually an arcanist of some sort)

I might fish around for a cleric with the ability to cast haste... Also thanks to domains there are more spells thanks to the lack of a high score in a cohort...

Its a pity I really liked my wizard idea, good roleplayin' but I guess my cleric will have to take ship's mage too (will just make it human so matters less)
Southernskies

05-10-07, 06:14 AM
If you need a source of healing, look into "Arcane Discipline" with the Healing domain. Your cohort needs to have the same alignment as his deity, but there's a few options out there.
_metz_

05-10-07, 06:36 AM
Cohorts only get the elite array, I can't afford to need wisdom and int...

sigh.

I was hoping for a deity with Blackwater and one other good domain, but blackwater aint been assigned to legal LG gods yet... even though it is open...
Southernskies

05-10-07, 07:36 AM
Its doable with Heroic Array. I presume you're CN...

Grey Elf Wiz6 (conjurer - banned: abjuration & necromancy)
Diety: Berna (CN, passion & forgiveness)

Str 8, Dex 14, Con 12, Int 17 (18), Wis 13, Cha 8

1 Wiz1 - Arcane Discipline (Healing)
2 Wiz2
3 Wiz3 - Steam Magic
4 Wiz4 (+1 Int)
5 Wiz5 - Sculpt Spell
6 Wiz6 - Ship's Mage
7 SeaWitch1
8 SeaWitch2 (+1 Wis)
9 SeaWitch3 - Empower Spell

Spellbook [metamagic'd] (mostly PHB only):
1 (8): burning hands, cure light wounds, grease, mage armor, magic missile, true strike, enlarge person, wave blessing
2 (4): cure moderate wounds, flaming sphere, glitterdust, web [sculpted burning hands]
3 (4): cure serious wounds, haste, fireball, summon monster III, (favourable wind with access), [sculpted glitterdust]
4 (4): cure critical wounds, confusion, dimension door, solid fog
5 (2): mass cure light wounds, cloudkill, [sculpted confusion]
6: heal

Around 8th/9th level he can afford to buy his own +2 stat booster; since you will already have the +2 Int booster, make the self-bought one a Wis booster.

One of my Arcanis characters does this sort of double duty (psion with ability to cast Mass Cure Light since 1st level!) and being able to throw those cures instead of damage/buffs can be very handy; especially towards the end of a fight when using more offensive spells just depletes you for the next fight.

Hmmm, I might have to look at that build for my cohort.
_metz_

05-10-07, 08:00 AM
Its doable with Heroic Array. I presume you're CN...

Grey Elf Wiz6 (conjurer - banned: abjuration & necromancy)
Diety: Berna (CN, passion & forgiveness)

Str 8, Dex 14, Con 12, Int 17 (18), Wis 13, Cha 8

1 Wiz1 - Arcane Discipline (Healing)
2 Wiz2
3 Wiz3 - Steam Magic
4 Wiz4 (+1 Int)
5 Wiz5 - Sculpt Spell
6 Wiz6 - Ship's Mage
7 SeaWitch1
8 SeaWitch2 (+1 Wis)
9 SeaWitch3 - Empower Spell

Spellbook [metamagic'd] (mostly PHB only):
1 (8): burning hands, cure light wounds, grease, mage armor, magic missile, true strike, enlarge person, wave blessing
2 (4): cure moderate wounds, flaming sphere, glitterdust, web [sculpted burning hands]
3 (4): cure serious wounds, haste, fireball, summon monster III, (favourable wind with access), [sculpted glitterdust]
4 (4): cure critical wounds, confusion, dimension door, solid fog
5 (2): mass cure light wounds, cloudkill, [sculpted confusion]
6: heal

Around 8th/9th level he can afford to buy his own +2 stat booster; since you will already have the +2 Int booster, make the self-bought one a Wis booster.

One of my Arcanis characters does this sort of double duty (psion with ability to cast Mass Cure Light since 1st level!) and being able to throw those cures instead of damage/buffs can be very handy; especially towards the end of a fight when using more offensive spells just depletes you for the next fight.

Hmmm, I might have to look at that build for my cohort.

Ok, I think that is a reasonable build, only I don't think I will be specializing, I like ray of enfeeblement and mage armor (I have access to greater mage armor) too much... I am not really into summoning, and with ship's mage, would like the idea of her being the artillery piece...

But I think I will go with the arcane discipline idea, if only because there is no deity with backwater domain yet... plus with wands and the ability to use scrolls, its a start...

I will probably take Aquatic caster over steam magic - means my spells work underwater, (mmm fire underwater)... seems more in character.

Sculpt spell makes more sense than empower though... I like the look of sea witch also, suits the character, with ratikan access all will be well...
Southernskies

05-10-07, 08:18 AM
Specialising in conjuration would give you the spell slot for the domain spell (as you don't get extra spell slots to use the domain). As a secondary caster, I have found cohorts struggle for enough spells per day to keep busy.

Steam Magic *is* the feat that lets you use fire spells underwater. Once your Spellcraft is high enough, you can drop it (as you only need a DC20+spell level to cast firespells underwater anyway).

Summon Monster III is for the pre-reqs of Sea Witch (you don't have to actually memorise it), but there is a broad enough range of creatures to choose from (hippogriffs for a quick fly move or damage soak etc)

I originally thought about ray of enfeeblement and mage armor/greater mage armor. It should be possible to drop illusion or enchantment (or even both) if you want those specific spells instead. Confusion is the only enchantment on that list (as it affects a burst, so the enemy officers kill each other without any other effort required).

As for AC using mage armor; without full equipment gp, it will never by high enough to stop even a tertiary attack if something gets close enough to hit him. Its brutal, but cohorts are expendable in the end (as long as you bring them back to avoid the "fickle leader" penalty).
_metz_

05-10-07, 08:38 AM
Specialisation may be a good idea then...

I will probably drop enchantment, but want to keep illusion for disguise ship, etc, which I have access to, if just for funkiness... hmm, decisions, necromancy it probably is then...

as for the feat:

AQUATIC SPELLCASTING
Prerequisites: None
Benefit: Water does not impede your spells. Creatures partially or completely submerged do not gain cover or total cover when you cast a spell from outside the water. The surface does not block line of effect or any spell, including spells with the fire descriptor. You do not need to make a spellcraft check to cast a fire spell underwater.

how about that heh? really can't afford to NOT take it... Seems better than Steam Magic...

Its so easy to get a lesser metamagic rod of extend, so mage armour is so useful then so I think I'll keep it.

Its fun to build funky non optimised characters for a change innit...
Southernskies

05-10-07, 08:46 AM
Hmmm... what is the source for that? I couldn't find it in all my sourcebooks. It is way better than steam magic.
_metz_

05-10-07, 08:53 AM
Lords of Magic, page 178, great feat huh? my eyes boggled when I saw that I had access... I could barely believe it haha.

It does the same thing only waaaaay better.


Str 8, Dex 14, Con 12, Int 17 (18), Wis 13, Cha 8

1 Wiz1 - Arcane Discipline (Healing)
2 Wiz2
3 Wiz3 - Aquatic Spellcasting
4 Wiz4 (+1 Int)
5 Wiz5 - Sculpt Spell
6 Wiz6 - Ship's Mage
7 SeaWitch1
8 SeaWitch2 (+1 Wis)
9 SeaWitch3 - Empower Spell/or Quicken Spell

Conjuration Specialist, (enchantment/necromancy banned schools)

Probably go Sotillan as the Deity (female, Ratik Major Deity, daughter of Procan Major Sea God, seems to fit, Healing Domain CG or CN worshippers)
Southernskies

05-10-07, 09:02 AM
That requires your cohort to be CG (no choice for the Arcane Discipline feat), so if you're CN there's a -1 Leadership penalty to soak up.
_metz_

05-10-07, 09:03 AM
oh really? hmm ok, first option then...
delewobmesid

05-10-07, 06:19 PM
a good cohort (which I've yet to accomplish) covers an aspect of battle that your main character doesn't; it's easier to be a backline caster/buffer as they have lower stats, but keep the build simple; too much complexity will dilute a caster or stretch a melee in too many directions;

A better question is what isn't there enough of at the table when I sit down with character x and what type of cohort would help him out most...

My Favor Soul4/fighter 1 is going to create a human beguiler since he doesn't cover arcane or traps. (I know it's not a more 'powerful' character, but it does cover a 'gap' my main character has)
_metz_

05-10-07, 09:27 PM
I just worked out I have access to the Shadowcaster class... but that will cause more rules issues and ruin the roleplaying side lol.

Shadow Magic is a bit silly anyways...