Arabesu
Registered User
In the great tradition of the Pimp my Pixie and Pimp my Ass threads from this board (imitation is the sincerest for of flatery I suppose) I present:
Pimp my Pirate.
I am running a shifter pirate in our savage tide campaign and quite frankly I've stumbled upon too many good options to choose from and I was thinking I might ask for a little help with future character design. I understand that this campaign will go till 20th level, and having never run a rogueish type that far, I have no idea what options will be best at high level. The next 1 or 2 levels are clear: Scarlet Corsair; I qualify to take that prestige class next level. But where should I go after that? Are the third level and beyond corsair abilities that good? What items will I need and when? I see sooo many roads, I'm really at a loss for where to go next...
Yens Häfulfen
Male shifter, Rogue 4/ Swashbuckler 3
CN Medium Humanoid (Shapechanger)
Init +4 or +5 when shifting, Senses Listen -1, Spot -1 (Trapfinding, Low-light vision)
Languages Common, Elven
AC 21 (22 when shifting, plus melee dodge +1), touch 14 or 15, flat-footed 21 or 22
(Dex +4 or 5, armor +5, shield +2)
hp 54 (7 HD)
Resist Uncanny Dodge, Trap Sense +1, Evasion, Grace
Fort +8, Ref +11 or +12, Will +2
Action points 8
Speed 30 or 40 ft
Melee Valero’s rapier +11/+6 (1d6+3) or +12/7 when shifting
Ranged Skald’s longbow +11/6 (1d8+2) or Hand crossbow +11 (1d4 plus poison)
Base Atk +6; Grp +8
Atk Options Sneak Attack +4d6, Insightful Strike +1
SQ Shifting Longstrider traits 2/day, 9 rounds: +2 Dex and +10 movement
Combat Gear Potions of Cure Light Wounds (5), Cure Moderate Wounds (3), Expeditious Retreat, Jump
Abilities Str 15, Dex 18 or 20, Con 16, Int 12, Wis 9, Cha 7
Feats Shifter Acrobatics, Healing Factor, Daring Outlaw
Skill Tricks Nimble Stand, Quick Swim
Skills Balance +15 or +20, Bluff +9, Climb +11, Diplomacy +3, Disable Device +10, Intimidate +11, Jump +12 or +20, Knowledge (nature) +2, Open Lock +8 or 9, Profession (Sailor) +3, Search +16 (+21 versus traps), Sleight of Hand +7 or +8, Swim +12, Tumble +14 or +19, Use Magic Device +4.
Pimp my Pirate.

I am running a shifter pirate in our savage tide campaign and quite frankly I've stumbled upon too many good options to choose from and I was thinking I might ask for a little help with future character design. I understand that this campaign will go till 20th level, and having never run a rogueish type that far, I have no idea what options will be best at high level. The next 1 or 2 levels are clear: Scarlet Corsair; I qualify to take that prestige class next level. But where should I go after that? Are the third level and beyond corsair abilities that good? What items will I need and when? I see sooo many roads, I'm really at a loss for where to go next...
Yens Häfulfen
Male shifter, Rogue 4/ Swashbuckler 3
CN Medium Humanoid (Shapechanger)
Init +4 or +5 when shifting, Senses Listen -1, Spot -1 (Trapfinding, Low-light vision)
Languages Common, Elven
AC 21 (22 when shifting, plus melee dodge +1), touch 14 or 15, flat-footed 21 or 22
(Dex +4 or 5, armor +5, shield +2)
hp 54 (7 HD)
Resist Uncanny Dodge, Trap Sense +1, Evasion, Grace
Fort +8, Ref +11 or +12, Will +2
Action points 8
Speed 30 or 40 ft
Melee Valero’s rapier +11/+6 (1d6+3) or +12/7 when shifting
Ranged Skald’s longbow +11/6 (1d8+2) or Hand crossbow +11 (1d4 plus poison)
Base Atk +6; Grp +8
Atk Options Sneak Attack +4d6, Insightful Strike +1
SQ Shifting Longstrider traits 2/day, 9 rounds: +2 Dex and +10 movement
Combat Gear Potions of Cure Light Wounds (5), Cure Moderate Wounds (3), Expeditious Retreat, Jump
Abilities Str 15, Dex 18 or 20, Con 16, Int 12, Wis 9, Cha 7
Feats Shifter Acrobatics, Healing Factor, Daring Outlaw
Skill Tricks Nimble Stand, Quick Swim
Skills Balance +15 or +20, Bluff +9, Climb +11, Diplomacy +3, Disable Device +10, Intimidate +11, Jump +12 or +20, Knowledge (nature) +2, Open Lock +8 or 9, Profession (Sailor) +3, Search +16 (+21 versus traps), Sleight of Hand +7 or +8, Swim +12, Tumble +14 or +19, Use Magic Device +4.