Improve my social swashbuckly pirate.

Psionicist

Explorer
I'm building a swashbuckling pirate for a level 9 forgotten realms game and I'd appreciate suggesions and interesting ideas how to improve him technically. My idea of the character is a witty, charismatic fighter and diplomat - think Jack Sparrow from Pirates of the Caribbean with elements of Zorro, Aramis and Guybrush Threepwood. Although the character is a pirate, owns a ship and a crew (he took over a zentharin ship full of slaves), he's really more of the "social intelligent fighter" stereotype than the "yarr avast!" stereotype. I see the character as chaotic good.

Okay, meet John, but most call him Teddy:

Human Rogue 1 / Fighter 4 / Dread Pirate 4
Stats, 32 point buy with +2 for level: Str 10 Dex 15+1 Con 14 Int 14 Wis 10 Cha 15+1
Feats 4(level)+1(human)+3(fighter)+1(regional): Weapon Finesse (rapier), Quick Draw, Combat Expertise, Improved Disarm, Improved Feint, Leadership, Stormheart (FR regional), ???, ???
Skills (100 sp total): Appraise, Profession(sailor), Swim, Use Rope,[Balance, Jump, Tumble, Escape Artist], [Bluff, Diplomacy, Intimidate, Sense Motive]
Equpment (36000 GP): Sailing Ship (3000 GP, discount), Keen Rapier +1 (8500 GP), Mithril Shirt +2 (5100 GP), Ring of Protecion +1 (2000 GP), Boots of Striding and Springing (5500 GP), Gloves of Dexterity +2 (4000 GP), 7900 GP left.

Okay, what's the problem?

First of all I'm unsure about the usability of this character in combat. As-is, it's not exactly the best damage dealer with a str of 10. I don't know if this is solvable by going two-weapon fighting or perhaps adding or changing a few feats, or using +damage weapon(s). With weapon finesse he can hit the opponents alot but not damage them. How can I improve the character to be more useful in combat?

Problem two, sort of related to the first problem, I feel I'm not really (ab)using my stats. D&D figthers are not meant to be charismating, intelligent, they are meant to be strong, and have a gazillion of brute force feats! I like the Insightful Strike ability of the Swashbuckler class but niether my DM or I want to use non-core-classes (prestige classes are okay though). It'd be nice if my int and cha could help the fighting part somehow, more than just feinting now and then.

There are a few key concepts I don't want to change.
- The leadership feat and a 16 cha is important because my DM and I have already designed and incorporated my pirate crew (followers, henchments etc) in the game.
- Despite the fact that the character has a high Cha and lots of social skills, is not completely a rogue. The group already has a rogue and a bard but no fighters, so a high BAB is a good idea.
- I want the character to have both high "dexterity skills" and social skills. 80 sp total minimum would be nice.

I am open to suggestions! Rulebooks available are all the FR books and all the complete books.

Thanks in advance!
 

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Unless you're playing 3.0, Weapon Finesse applies to all finessable weapons, not just one (Makes the feat actualy worthwhile). You playing that Keen and Improved Crit stack?

Usefull feats: If you want to be a bouncy swashbucklery type, Roofwalker from Races of Destiny and Elusive Target from Complete Warrior is very good. I'd drop Improved Feign and maybe Disarm and pick up Weapon Focus and Weapon Specialization if you need some extra punch. +2 on every hit is better than loosing an itterative attack for the chance at a +1d6 sneak that doesn't apply to everyone. Mobility can be usefull if you need to move around a lot. Brachiation could be fun if you want to swing around the ship a lot (Supposedly usefull in a jungle, but I could see a GM letting you use it to move around on the ship).

Skills: You want high Diplomacy, Gather Information, and Bluff. Intimidate can be usefull as well. Sense Motive can be invaluable. Jump and Climb are practicaly requirements and definately worth while. Gather Information and KN: Local can be usefull for getting information on potential targets or potential sailing problems. Balance and Prof: Sailing are givens, but you don't need swim (Actualy, many sailors did not learn to swim so they never had to go into the water to clean the ship, do repairs, or anything else, as it was quite dangerous). Appraise can be usefull for figuring out how much money you've made, and Use Rope is definately needed. Any skills beyond those are gravy.

Another thought, is to enter Dualist for a few levels. Gives you some bonuses for unarmored AC, and you can take the money you're putting into your Mithril Shirt and instead put it into Bracers of AC +2 (Or drop keen from your weapon and make them +3), and lighten your load a bit and save a little bit of cash. Or you could always scrape togeather enough to get a Mithril Armor of Command (Runs about 26K (Base +4K for mithril)).

If you aren't planning on taking Weapon Specialization, take 3 levels of Rogue instead, or at least 2 to get Evasion and more skill points (3 works better for skill points, and you don't loose anything from Fighter). The extra D of sneak attack is also usefull, and while you loose out on HP a bit, your BAB is still just as good, you only loose 1 feat for 12 skill points, evasion.

Personaly, I prefer the Swashbuckler 3/ Rogue 2 build, but that's me. You don't get as many feats, but you get Finesse for free, more skills (Usefull for pushing social skills), and are still only down 1 on BAB. The Swashbuckler is fairly well balanced, and I like it personaly, at least for 3 levels.

If you want an example pirate character, you can always look at mine (Captain Jonathon Swoops, in my sig). He works fairly well, can fight, and has plenty of skills without stepping on a rogue's toes.
 

I see no Bard Levels with Perform (Sea Shanties). No wonder he's not the socialite Pirate you had dreamed of.

And it does give you that +1 to hit/damage kick in a fight as you sing a song of the sea.

D
 


I agree with Thanee. You want Swashbuckler levels.

Unless you are taking Fighter levels to get Weapon Focus and Weapon Specialization (which will help you damage dealing signifcantly), the Swashbuckler is a superior choice.

If you are going for Disarm, you do not want to lose 1 BAB from taking a Rogue level. You also should consider picking up Weapon Focus. You really want a high net to hit bonus win the opposed disarm roll.

Personally I think the non-Core base classes are generally better designed than the Prestige classes, so I do not see any particular reason to embrace PrCs while shying away from these base classes.

If you do not like this idea, I would suggest getting a bigger weapon and increasing you Str. You will need Weapon Specialization, too.
 

Thanks for the suggestions, appreciated! I'm now Rogue 2 / Swashbuckler 3 / Dread Pirate 4. Even more skill points, evasion and 1d6 sneak attack is always nice, so is the int bonus to damage from the swashbuckler. I changed the Str from 10 to 14, Cha from 16 to 14 (oh well) and Con from 14 to 12. Moved the +1 stat for level from Cha to Dex for Impr. Two Weapon Fighting, just for fun. And I still have a bunch of feats left.
 

Damned Swashbuckler!!

Bard I tell you ... Baaaard!!

Of course I love my Bard/Fighter/Pirate ... he's one of my all time favourite characters.

But that's just me.

D
 

Have you considered Duelist levels -- at least 1 or 2?

Your damage problems will be reduced even further by the bonus 1d6 from precise strike.
 


I agree with some above. My first thought was duelist. Should fit in well with the char. But I only have the srd here at work to look through.
 

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