I've played around with a lot of charcter optimization, but my current project is to create a ship of awesome... I blame Snizor and his "Flying Box" idea.
The core idea I am working with is a mix of the atmosphere of the TV show Firefly, the mechanics of a freelance space sim (like Escape Velocity, Freelancer, Privateer, Elite or Hardwar), and a setting reminiscent of Sid Meir's Pirates or Disney's Pirates of the Carribean.
Okay, fluff done, on to the actuall D&D part.
The plan is to run this in Eberron or a similar homebrew setting, as a Ship of free traders trying to make their way despite the power and broad reach of the pre-existing guilds/Dragonmarked Houses. Said guilds have the advantage of bound elementals driving their ships and established monopolies or near-monopolies over many routes, commodities, and government contracts. Our intrepid heroes are not without their own advantages however... Their ship is an expiremental model crafted before the advent of elemental-powered vehicles. It is a living ship, created and still tended by (a) Druid(s). It's still living hull shifts sublty to suit the water, and instead of canvas hanging from masts, (an) awakened tree(s) provide the "sail". Arcane schemas are built into the very bulkheads, including at least one that submerges the ship....
So here is what I ask of you:
What means can be used to make this ship better? Speed, Storage Space, Survivability, Maneuverability, Navigation, Firepower, etc. all need to be magically enhanced, though not at first... Players will be able to "upgrade" the ship as the story progresses.
What mechanics migh be used to represent the running of the ship? Does anyone know a naval combat system compatible with D&D?
How might the players creat characters that are not only powerful in their own right but also usefull crewers? Artificers are obviously in need, but what might a Martial Adept contribute?
Anything 3.5 and WOTC is good, but I'd like to avoid Dragon Mag.
so, any ideas?