Shaper Sailor? [Archive] - Wizards Community

Post/Author/DateTimePost
JohnnyArkham

04-25-08, 02:03 PM
If one were to combine the concept of a Shaper with that of an avid Sailor (not pirate, mind you), could anyone suggest anything helpful?

Feats, skills, powers, and even just conceptual help are all welcome!

Thanks in advance

Johnny
CrimsonDeath

04-25-08, 02:13 PM
Well, according to Stormwrack, Profession: Sailor and Knowledge: Geography are both important to sailors, and fortunately they're both Psion class skills. Some cross-class ranks in Use Rope might not hurt either. Psionic Minor Creation can, of course, help temporarily solve any number of problems that might occur on a boat, and Psionic Fabricate can generate more permanent solutions. Control Air has the potential to move the boat when it's becalmed (for short distances) or capsize enemy vessels.
AntiDjinn

04-25-08, 02:49 PM
It depends on what your function will be aboard the ship. The skills needed by the captain, the navigator (if different than the captain), and a deckhand are quite different. In addition to Use Rope, important cross-class skills are: Balance, Climb, Survival (a DC 15 Survival check is used to predict the weather for the next 24 hours. It is also the skill used to orient and navigate in a particular environment and interpret maps and charts) and Swim. If you don't have the skill points to spare for Swim, then take the power Float so you will be able to keep your head above water should you ever fall in.
Lycanthromancer

04-25-08, 03:52 PM
Or just manifest an astral construct. The larger ones swim quite well, even without ranks or a swim speed.
CrimsonDeath

04-25-08, 04:10 PM
It depends on what your function will be aboard the ship. The skills needed by the captain, the navigator (if different than the captain), and a deckhand are quite different. In addition to Use Rope, important cross-class skills are: Balance, Climb, Survival (a DC 15 Survival check is used to predict the weather for the next 24 hours. It is also the skill used to orient and navigate in a particular environment and interpret maps and charts) and Swim. If you don't have the skill points to spare for Swim, then take the power Float so you will be able to keep your head above water should you ever fall in.

Hmm... Looking at that list, it seems that Nomads make the best sailors. (Unsurprising...)

But according to Stormwrack, Knowledge: Geography is used for plotting a ship's course, which is why I mentioned that one.
JohnnyArkham

04-25-08, 05:33 PM
Excellent advice! Thanks folks
AntiDjinn

04-25-08, 06:33 PM
Hmm... Looking at that list, it seems that Nomads make the best sailors. (Unsurprising...)


Except once you can instantly teleport from one end of the world to the other or even shift to another plane of existence on a whim, you are not going to have much patience for the plodding pace of a ship. Or any means of conveyance other than yourself, for that matter.
AntiDjinn

04-25-08, 06:34 PM
Or just manifest an astral construct. The larger ones swim quite well, even without ranks or a swim speed.

Probably better to do that before you fall in since it takes a full round and drowning is sure to be a distraction.
JohnnyArkham

04-25-08, 06:46 PM
Probably better to do that before you fall in since it takes a full round and drowning is sure to be a distraction.

Yeah, all that pesky gasping for air probably requires a Concentration check

Thanks folks
CrimsonDeath

04-25-08, 06:47 PM
Except once you can instantly teleport from one end of the world to the other or even shift to another plane of existence on a whim, you are not going to have much patience for the plodding pace of a ship. Or any means of conveyance other than yourself, for that matter.

But Nomads aren't very good at transporting cargo psionically.

Plus, mine simply enjoyed being outdoors.
Lycanthromancer

04-25-08, 07:42 PM
Probably better to do that before you fall in since it takes a full round and drowning is sure to be a distraction.I'd likely take aquatic elf or warforged (or just take the LA +0 aquatic template) in any seafaring campaign I entered. At least, if I could. If not, I'd find some way to get an inherent swim speed or the ability to breathe water. :D
Suspect_Unusual

04-25-08, 07:47 PM
Not breathing for a single round isn't actually that big of a problem - one can hold one's breath for 2 round per point of constitution, if memory serves... if your con can't handle a few rounds summoning an astral construct, you're better off jsut dead.
Lycanthromancer

04-25-08, 08:04 PM
Wait, did you mean shapely sailor?

http://i54.photobucket.com/albums/g111/Lycanthromancer/sailor_scouts.jpg
Suspect_Unusual

04-26-08, 12:43 AM
Remote Linking Forbidden.

And whatever it is, make it a motivator and post it where the mods will no doubt be more lenient towards it. :D
CrimsonDeath

04-26-08, 12:59 AM
You can see it by copying the URL and opening it in another window.

And it's just a cast pic of Sailor Moon.
Lycanthromancer

04-26-08, 01:06 AM
Fix'd.
M-bark

04-27-08, 03:31 PM
Wait, did you mean shapely sailor?

http://i54.photobucket.com/albums/g111/Lycanthromancer/sailor_scouts.jpg

That would totally work if your campaign takes place on a planet called Shaper. :P