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Improve my social swashbuckly pirate.
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<blockquote data-quote="Psionicist" data-source="post: 2462154" data-attributes="member: 1874"><p>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.</p><p></p><p>Okay, meet John, but most call him Teddy:</p><p></p><p></p><p></p><p>Okay, what's the problem?</p><p></p><p>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? </p><p></p><p>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.</p><p></p><p>There are a few key concepts I don't want to change.</p><p>- 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.</p><p>- 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.</p><p>- I want the character to have both high "dexterity skills" and social skills. 80 sp total minimum would be nice.</p><p></p><p>I am open to suggestions! Rulebooks available are all the FR books and all the complete books.</p><p></p><p>Thanks in advance!</p></blockquote><p></p>
[QUOTE="Psionicist, post: 2462154, member: 1874"] 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: 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! [/QUOTE]
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