| Post/Author/DateTime | Post |
|---|---|
| Callista08-22-05, 02:52 AM | We're starting a new campaign, and the premise is this: We're starting with the ownership of a ship, and the campaign will probably be aquatic or focus on islands and shorelines. I believe it begins at a low-ish level. One other person is already playing a Wizard. I need some ideas on a character that would be interesting for a ship-based campaign... Rules: No Exalted characters or Paladins. No Evil characters. Any WOTC-published book. 3.5 ed. I prefer characters with a bit of strategy to them, rather than your basic "Thokk smash!" barbarian... Any ideas? |
| JadeSpider964308-22-05, 03:58 AM | Well what sort of character do YOU want to play? well lemme just grab some potential stereotypes... *One-eyed swashbuckler (as the class from Complete Warrior) *Druid with parrot animal companion? (cast spiked growth on the ship and ram something) *a Lute-wielding Bard in the crows nest...he plays to inspire the crew, and does it from the crows nest so they can't hurt him (he's REALLY bad) *Ranged-style rangers, lots of them...who needs a cannon anyway? *Mounted Fighter who couldn't bring his horse on the ship so he goes insane and tries to mount the cleric in battle *Talk to the DM, see if you can be the Captain of the ship (if that even works), play a Marshal(Miniatures Handbook) with Leadership *Cleric as ships cook, cast purify food a lot (it can go bad fast on a ship) *Stow-away halfing rogue, discovered sleeping in a barrel 3 days out, spends a lot of time in the brig |
| Phaylan the Drow08-22-05, 05:56 AM | ships engineer=cleric with very high ranks in craft woodwork/ knowlage shipbuilding as above but druid with a porpise companion an aquatic race and swim along side or on an aquatic mount a fighter with ranks/feats in seige engins (1 double balister aimed at you with a fighter behind it grinning :D ) a rogue in the rigging acting like a Royal Marine and sneak attacking enemy commanders/weapon crews |
| High King Tigernmas08-22-05, 06:31 AM | A jester...It'd be brilliantly awkward! |
| Callista08-22-05, 09:52 AM | Keep 'em coming!!! |
| eudas08-22-05, 10:06 AM | i was thinking of having some kind of zombie assassin yesterday; a character who, at a moments' notice, could pretend to be a corpse (when killing someone in a poor section of town, just lie in the garbage in ambush) and hit the target, or who could pretend to be a corpse to get into difficult places (the morgue, for example, to kill a particular cleric -- the old Trojan Horse idea). But, you could adapt the idea and be a Drowned -- a sailor who was killed unjustly and tossed overboard, but he didn't stay in Davy Jones' Locker -- he's back for revenge. Maybe some kind of zombie Fighter. eudas |
| Thesen08-22-05, 10:23 AM | I have but two words for you, my friend: Jack Sparrow! Coolest......pirate.....evvvvvvverrrrr. Make a rogue with a decent CHA score and give him the appropriate skills: Balance, jumping, climbing, swimming, bluff, tumbling...you get the idea. By the way. Jack Sparrow is the character Johnny Depp plays in Pirates of the Caribbean. Not a fantastic movie, but I always thought playing a character like that would be awesome! |
| BadCatMan08-22-05, 11:06 AM | Dwarf Pirate. Like the one illustrated in Sword & Fist. He's got the stability to keep his feet when the boat is rocking, and the Constitution and poison saves to get really drunk on rum, and to fight off scurvy. :D Less piratey: German or Russian U-boat commander. Galley oar slave. The big guy who beats the drums to keep the rowing in tune. Horatio Hornblower. Dwarf engineer called Scotty. :) |
| Pryrates08-22-05, 11:40 AM | Swashbuckler from Complete Adventurer, add int and str to your damage, the only bad part is the lack of med. or heavy armor, but hey thats what amulets and rings are for. |
| TheChilliGod08-22-05, 03:49 PM | One of my friends is starting to have a pirate campaign, and I chose to have my character be an aquatic halfling druid with a shark companion/mount. Too bad he can only live for three minutes on the ship itself, but it adds to the fun, and my guy's the only one capable of rescuing overboard lads or swimming down to underwater treasure coves. Aquatic Halflings RULE! |
| Twisted Puppy08-22-05, 04:58 PM | Horatio Hornblower. Ah, the joys of being six feet tall in a ship designed for an average height of five foot five. ;) From a similar vein, Honor Harrington. Historical figures for inspiration: Sir Francis Drake Lord Horation Nelson Rafael Semmes (Arguably the most successful commerce raider in history) David Porter Sir Edward Beatty |
| Lion's Shield08-22-05, 10:57 PM | As a big Psi-junkie, I have to suggest the Psychic Warrior and make sure to take the Power, Body Equilibrium as soon as you can afford to, That way if you fall off the boat you can at least walk back to it. Yes With Body Equilibrium running you can walk on water. best thing about it is that it's a second level power for Psions, Wilders, and Psychic Warriors. The best part of the Psychic Warrior is its versatility. If you choose your powers, feats, and skills right, there will virtually be nothing you can't do! Be sure to check the XPH for details. I feel you will like what you find! Just my two coppers here. Psi-haters don't flame me for bringing this up..... |
| Kadasbrass08-23-05, 03:47 AM | Kobold/Goblin Ships Hand, like M:tg's Squee. Your last group wanted to get rid of you, so they sold you to a ships captain for a bargain. When the going gets tough the group sends in the only one they can afford to lose to see how tough it is. |
| Callista08-23-05, 09:55 AM | Hmm, I've never played a psionic character before... i'll have to ask my DM if I decide on that one; some campaigns just don't do well with psi. |
| AlexvonRotendorf08-23-05, 10:11 AM | Well what about a chliche, fighter on board ho thinks that tht crow on look out is the ship captain... something like Minsk in Baldur's. |
| High Octane08-23-05, 10:17 AM | Swashbuckler named Wesley. Seriously, how about a swashbuckler/cleric of fharlagan. (sic) He wishes to use the boat to explore the world. "The sea may be the most open of all roads." |
| «hõ†šÞïkê18»08-23-05, 10:55 AM | If your looking to be in more of a command position, or like to bolster your troops, try the Complete Adventurer. Dread-Pirate Prestige Class. I like the druid idea, you could transform into various aquatic beasts and possibly sneak onto other ships and try to eliminate rival captains or something like that. Duelist levels from Sword and Fist (a price efficient fighter and monk supplement) wouldn't hurt. It's a pity you couldn't do exalted characters, you could have gotten some kind of large fowl for a companion, if you could somehow get a beast to ride on in the air, you could board or raid enemy ships using a bow. Good Luck and Have Fun! |
| Callista08-23-05, 12:22 PM | Exalted is just because the last character I played was Exalted. The only things actually prohibited by the DM are Vow of Poverty, Vow of Peace/Nonviolence, and one other thing I forgot about (it's in my e-mail somewhere). But then, that character was Exalted LG... Exalted CG would be totally different. It might be fun, though. I did promise not to play another goody-goody, because the paladin annoyed all the other characters (though not their players) with her incessant mothering. So if it's Exalted then I'm gonna have to make it Chaotic, just because I don't wanna get stuck in a rut and I don't want to get Cheetos thrown at me every three minutes. |
| kliate08-23-05, 07:01 PM | How about a tactical monk? Bull Rush/Grapple opponents overboard, take plenty of ranks in hide & swim (so you can board enemy ships undetected) and plenty of alchemists fire to eliminate enemy boarding parties before they land. |
| Kobold Stew08-23-05, 07:01 PM | Something that's really underrated IME is playing a straight rogue. the uppper level abilities are fun when you get there, but breaking free of the stereotyped "Thief" really helps. On a ship, everyone needs a skill monkey. Were it me, I'd play a goblin who lives in the rigging. Skills in Prof:Sailor, Use Rope, climb, hide, Kn:Geography*, Bluff, Balance, bluff, swim. Being able to serve as ship's navigator is important, I'd say--it's a function li8kely to be overlooked. Move silently or jump if you have a 14 Int. Feats: TWF tree, weapon finesse. I think you'd have fun. (OK, I'd have fun with this; I don't know you). *or whatever knowledge skill governs navigation. A level of Ranger would help a lot with this. Here's another thought: Try a lizardfolk. You start off v. strong in Balance, Swim and Jump. Take Ranger and head for duelist. With the Natural armour, you'd be very tough. An aquatic elf druid would also be cool. So much fun on the open seas... |
| Khaldune08-23-05, 07:44 PM | what about a raptoran? Its a wingled humanoid creature with wings and tallons that can be any class. Perfect for scouting and boarding other ships. this race is found in Races of the Wild |
| SodaGuy08-23-05, 07:56 PM | Kobold/Goblin Ships Hand, like M:tg's Squee. Your last group wanted to get rid of you, so they sold you to a ships captain for a bargain. When the going gets tough the group sends in the only one they can afford to lose to see how tough it is. I second this. But go for goblin. |
| Disco08-23-05, 10:55 PM | A dual scimitar wielding drow elf ranger. *cough* |
| Red_Ninja08-24-05, 11:56 AM | you could play even a wizard focused on sea magic... cast feather fall to jump down from crow's nest cast jump to leap onto other's ships cast waterbreathing (duh) cast gust of wind (duh) fireball (or flaming sphere) really hurts wooden ships (hey- you could be the back-up cannon!) blast away with lightning bolt, ice storm, etc...plus with some metamagic feats, your fog (fog cloud, cloud kill, etc) spells could hide you whole ship or slay a whole ship full of advesaries, creating a derelict ship for you to claim! cast wall of ice on enemy life rafts (HAHA) (or flaming sphere) as you can't wear armor, so that won't hurt you swimming around -plus with the right feats, you'll be able to produce those potions of waterbreathing, rings of walkwalking (imagine the your matey's RUNNING across the ocean to board the enemy boat!) and other neat toys! You might consider a sorcerror, with that High Charisma, you'll be able to negotiate (or instigate) those mutinies much better... OOOO[brainfart] OR play a bard "sleeper cell" character that goes onto other ships and start mutinies, enabling the party to take control of the ship with their new friends! |
| SodaGuy08-24-05, 12:07 PM | Ooh, do the wizard one too. |
| Ripclaw08-24-05, 03:37 PM | If your campaign is set heavily on sea battle and navigation, then rogue, warmage and wizard is my best bet. Taking a cleric is a must on a ship, healing and curing disease will be vital. My best bet would be a rogue/wizard type. No need for armor, cast spell and have lots of skills, cause you need the skills. |
| Antioch08-24-05, 03:51 PM | If your DM allows psionics, the character I had actually made was a dromite psions (nomad) named Mister Christopher. The idea was that he would be the ship navigator and lookout. Ideally, he would eventually be able to transport the ship using psionic energy. Max out your ranks in Survival and Spot (take a psicrystal with observant for another +3). Take powers such as catfall (in case you fall from the crow's nest, rigging, or need to without injury), float (so you can swim faster), and know direction/location. If the wizard is going artillery, then go support yourself. Otherwise, take energy ray and energy ball later. Other feats to consider are astral traveler and caravan, body equilibrium, dimension swap, and ubiquitous vision. Its more of an rping, neat character, than a hit 'em up type. |
| Antioch08-24-05, 03:54 PM | *or whatever knowledge skill governs navigation. A level of Ranger would help a lot with this. None, its Survival. |
| Horseshoe_Hermit08-26-05, 10:31 PM | Please pass this idea along to the wizard. This idea is completely thought out. It is the best duplicate of a Blue-aligned character from MAgic: The Gathering in D&D. Assuming you get at least 16 Intelligence, Ability scores, from most to least favored: Intelligence Wisdom Charisma Constitution Dexterity Strength Human Wizard Diviner specialist Bonus Languages: Common, Draconic, Gnome, Auran (speaking with Djinni in their native tongue is flattering and may win their respect. Djinni are powerful beings who share the philosophy of the importance of knowledge) Class features: Spells: 1st level: Alarm (Informs you of movement), Obscuring Mist (conceals the whereabouts of the things of your choosing), Comprehend Langauges (reveals all written information), Change Self (conceals identity), Silent Image (misinforms an onlooker and you can study his reactions), Spider Climb (Though Jump was a Blue card for a while, for more useful is SPider CLimb, able to suspend from ceilings to spy on others, and ascend to a maximum of 150 feet at first level on a cliff face) Skills: Max out Scry, Spellcraft, Concentration, Knowledge(Arcane Lore, Planes, Religion) (other skills were considered for a LONG time but I realized how little effect they would have and how some can be duplicated by spells). (use divinations to learn things not covered here, otherwise be well-advised before setting forward. Knowledge of the Planes will help you when you can open gates and teleport) Feats: Silent Spell, Skill Focus: Concentration. Alignment: Lawful Evil* Religion: Irrelevant. Even if you believed in deities, you cannot give yourself to them because you don't have the time and the payback is insubstantial. So you never speak of this with others. Feign the religion of those around you to get their co-operation. If anything, the gods of magic, knowledge and secrecy. Your character values long-term benefit as his path to success, for his ultimate goal is omniscience. With the help of steel and spell (though not as much steel and spell), this is very possible. Knowledge is everlasting, and understanding an even greater boon than that. To play your character, always think "Do I have to act? What will I get out of this? Can I learn more about what I am facing" Never rush into combat, even if attacked. In Magic: The Gathering, Blue magic cannot destroy anything, because that's pointless. The shortsighted or ignorant mage removes things which seem to be threats now. Your character realizes everything can be turned to your advantage. That burly fighter becomes dangerous when under the influence of a compulsion. You study magic which gives you information and conceals the same from others. You also get all forms of utile solutions to problems. What you do not want is randomness. You want long-term benefit because time is your ally. From repeated encounters of a common foe, you learn weaknesses. From repeated encounters with a nemesis in a domestic setting, always search for those secrets, those connections which will make anyone your slave. As the flavor text of Blackmail says, "Everyone in Onea is but one secret away from being owned by the Cabal (some organization)". Note that Charm effects are not your friend. The short duration and the dependence upon the creatures judgment make it little effect. Domination on the other hand is much handier. Remember to avoid becoming to attached to others. You must appear to be weak and helpless, and especially, not a spellcaster. You can pretend to be a rogue if you need to, able to silently invisify yourself, and magic does the rest. *One last note. The Lawful Evil alignment. It is very far off from what your characte is really doing. Though in this game, Evil seems to be intentionally wanting to cause suffering or act against the good, what it really is is anything that does not fall under Good or neutral. Good will purposely try to aid. Neutrality will no purposely try to aid, but in its own advancement will go by it lawful/chaos alignment to guide it's actions. If True Neutral, you are forbidden to act in any way but to mirror how you have been treated, no less. Occasionally being good and evil in Chaotic Neutral, in case you were wondering. Evil is the disregard of things in your path to profit, THOUGH an observant villain will realize he can't just try to steal from the throne without consequence. No, rather than evil being the blatant nose-thumbing at society, it is a disregard for its value. You are the only thing that is important. So, your character, valuing knowledge, which has to be gained, will not think any further on the topic of taking a book from an expansive store if no one will notice and the contents helpful. Here's the difference your character has. What he believes to be profit is knowledge, thus, were he neutral evil, he would act more restrained than fellow Orcs and disdainful dwarves, because he believes he is turning a greater profit by waiting out the decision, preferring to not break the law if possible, since structure does side with forethought. The law gives you protection, and that is something you will value, to a point. Notice the methodism to all this. Since the character would never act in a chaotic evil way (Being blatantly evil; spreading evil chaotically as a cause just as a Paladin lawful good, or alternatively spreading chaos because it's enjoyable and you are selfish and evil), your character would eventually take on the aura of lawfulness, for the purpose of spells which sense alignment. So Lawful Evil you are. Remember, your character wants to employ knowledge to win, since knowledge is second nature to his studies. But that doesn't mean he's an ass about it. Letting people know you know things tends to have bad consequences. (unfortunately, this is true on a small societal scale in real life. Look at elementary schools). Thus, you mask your true intentions for as long as possible, just the same way you wait out a conflict as long as possible. Wait everything out. Avoid fights. Spawn a fog cloud and run, even through their ranks. Tell the Goblins in the next room that the ogres have come to eat their children if you must, or run right on through them appearing to be Goblins with Change Self. Ask them about the next room. Ask them about the ogres, see if you can turn anything to your use. |
| Antioch08-26-05, 10:51 PM | There is no Scry skill in 3.5E. >.> |
| l33t Shinobi08-26-05, 11:53 PM | Please pass this idea along to the wizard. This idea is completely thought out. It is the best duplicate of a Blue-aligned character from MAgic: The Gathering in D&D. what card is this? to the OP, i say play a trip monkey, and hold the boarding party off, or even ask if they trip into the water(w00t) or play a monk/rouge, swim around to the other side of thier ship, kill w/ sneak atks/ or a coup de grace on the wounded coming below decks/ steal the ships stuff/ sabatage their ship/ etc |