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Already, you sea dog and land lubbers, how would you make a pirate

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Already, you sea dog and land lubbers, how would you make a pirate adventuring party, re-imagining each class with a nautical theme?

Also post pirate related character pictures.
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>>53567483
>Lameass D&D refluff.

Barbarian: Strong, simple sea-faring sort. Gets a little crazy when the cannons start firing but you can count on them to lift fallen timbers off your leg in a pinch and they're good to have at your side in a scuffle. Scary and intimidating when they want to be. Probably an outlaw, might just be uneducated and temperamental.

Bard: Always a niche for the musician. Drummer keeping the oars in sync, Fiddler keeping spirits high in calm waters, Warrior-Skald whose sea-chanties keep the Barbarians laughing in the middle of a boarding party or Dirgesinger whose siren-songs sink ships and keep the skeletons manning the sails.

Cleric: Priest at sea needs a reason to be there. Aquatic deity, adventurous doctrine, monetary wealth for commercial patrons, etc. Whether they worship the things in the depths or the sea and the skies or the money they travel for, faith will see you through many a stormy night if it's strong enough.

Druid: As Cleric, but much more likely to worship the sea, the sky, or the things in the water and the like. Might also be an exiled fire-focused druid charged never to return until he sets the seas ablaze. If you want to never be becalmed or plan on fishing as you go, grab a few of these. Might work really well as a Captain with an uncanny sense of the tides and reefs of the region.

Fighter: Anywhere you go, stuff needs fighting. Ship-guards, ship-raiders, monster-security, fish-people-discouragement, etc. More common on the docks than the ships themselves unless they favor a fighting style that fits well with the sea's circumstances.

Monk: Very Orderly Second-Mates can pull this off just fine. They run a tight ship because they live a strict life for themselves, but they'll hold the crew together like few others can. Lost their things overboard so many times that they've learned to make do with their bare hands in many cases.
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>>53567795

Paladin: As Cleric, faith of the realm or knight with cause to be out on the seas. Maybe a wandering, sea-faring rebel without a cause decided to dedicate themselves to keeping the shipping lanes safe for civilized and innocent folks at first, but gradually learned to distrust the merchants and their often ill-got goods, eventually turning to the Code of Freedom and even joining more compassionate outlaws in order to fight sugar baronies and their mafioso associates taking over the region's politics. Works as the Monk does as a hard-line officer of on-deck of most law-abiding ships too.

Rogue: if I have to explain to you what a rogue can do in a sea-faring campaign then these posts are wasted on you. Acrobats in the riggings, pickpockets on shore-leave, con artists in the high society and cut-throats on dark waters. Take your pick.

Sorcerer: Magic is one of the biggest "depends on the setting" deals to consider, but in a generalization and because we're looking at D&D concepts atm, you can figure out how and why a sorcerer is on the sea. It's a question of motives and opportunity much more than how the class is useful unless the player exclusively looks for niche and useless spells to make things interesting.

Wizard: Actually less likely by far to be out on a boat unless there's books and spells in it for them. Too academically dependent to want to be traveling like that unless they've been forced into it or it's necessary to advance one of their goals.
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>>53567483

I didn't read what you posted but here's some things from my pirate campaign resource folder

https://www.pinterest.com/danscheffel/rpg-ships-and-vehicle-maps/

http://fuckyeahfictionalmaps.tumblr.com/

https://watabou.itch.io/medieval-fantasy-city-generator

http://www.thewayofthepirates.com/history-of-piracy/
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>>53567871
Hexblade: See Fighter.

Samurai: You in not-japanese seas? This is still a bad idea class-wise but the concept's worth stealing.

Swashbuckler: Can be made to work in a lotta ways. Finess fighterish type, pretty much writes itself into the water.

Spellthief: unless mages are a common, accepted and probably Needed thing on ships in your setting, there's not so much call for spellthieves on your ships. Could see it as a weaker anti-mage or mage/thief combo to work as your mystic dude in a low-magic campaign, but this works best where there's more magic to mess with.

Scout: If you're going with this, you're a creature with a swim-speed and have the Run Feat to catch back up with your boat. Otherwise you're just running laps on the deck for the whole fight and it's going to be a bit silly.

>realizing I've forgotten the Ranger entry and went straight to Rogue.
DAMNIT.

Ranger: Little less druidy mysticism, lot more respect the sea or it will end you mentality. Possibly a big-time sea-monster hunter type. If they're an aquatic or amphibious species, can totally WaterWorld your way through life in a solo campaign, diving to ruins and wrecked ships for a living.

Ninja: If you read both the Rogue and Samurai entries, you don't need this one.
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>>53567975
Spirit Shaman: Do you want Avatar? Because this is how Avatar happens. Call on the spirits of the natural world to get shit done. Take a Reserve feat if you want spamable effects rather than vancian stuff.

Shugenja: I have forgotten why this class exists. Probably an Oriental Adventures druid, so see Ninja, Samurai and Druid entries above.

Favored Soul: Something out there likes you and you're at sea for some reason. Hope these don't clash for you or else you're in for a weird campaign with deities periodically trying to get you to do stuff for them or with them.

Warlock: You made a deal with something and went to sea. Maybe warlock pacts are reviled and illegal so you ran for the ocean to get away from the law. Maybe the thing you made a deal with doesn't like the water, but you'll have to come to port eventually, and if you don't, there are other people willing to make deals who might bring you in to save their own asses from your fate. Consider picking up a swimming invocation.

Warmage: See Fighter, Sorcerer, and you're good to go. Your reasons for being at sea are as likely personal as they are class/professional in nature.

Wu-Jen: Again. Wizard+Samurai+Ninja+Shugenja deal. Element fluffed arcanist, figure it out and you'll do fine. Water, Wood, and Fire suggested.
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>>53568072
Swordsage, Warblade, see Monk and Fighter for cause of water. Could easily see a Setting Sun Swordsage focus on hurling invaders off the ship as a security detail, or a White Raven Captain heralding surprise attacks from under-water or over-board.

Crusaders: as Clerics. Faith as a means can mean faith as a reason, but doesn't need to. Could be sailing as a rite of passage. Might just be good-natured but Really lost.

Binders: See Warlocks, with the caveat that you're Definately dodging inquisition and might find new vestiges via searching and traveling.

Shadowcasters: Maybe the reflective aspects of the ocean's surface helps you focus your ideas, or the power of the darkened deeps below calls to you. Either way you're going to have a rough time but good luck playing this class. Wish it had a bit more work done on it before 4th ended its short lifespan.

Truenamer: Unless you also brows charop forms, don't try it. See Wizards for how they fit into a place like this, and realize that there are much better support/buff/healers out there that don't require breaking the crafting system over your knee to be functional.
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I'm currently running a Pirate campaign in Burning Wheel, it's going well
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PF already has pirate themed things. Archetypes help change the class to be better themed towards pirating.
Thread posts: 12
Thread images: 11


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