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<blockquote data-quote="Gregor" data-source="post: 3463059" data-attributes="member: 11751"><p>***SOME SPOILERS BELOW***</p><p></p><p></p><p></p><p></p><p>I think you have a really good looking group for the Savage Tide. Right now, im running a group through the AP (currently on the Lightless Depths - module 6) that consists of a human monk 11, halfling rogue 8 / scarlet corsair 3, wild elf druid 11, a human barbarian 11 and a cohort sorcerer 9.</p><p></p><p>I think your players are really going to enjoy how their characters play out in the AP, especially in the first 3 modules. However, despite the lack of undead in the AP, there are still a number of the big boss monsters in the AP are immune to being flanked and/or to critical hits. Having two characters with sneak / skirmish (your rogue and scout) may result in them feeling a little ineffective during these fights. Go take a look at the Mother of All in the Sea Wyvern's Wake, the Lemorian Golem in Here there Be Monsters and Khala in City of Broken Idols. These baddies are really tough and your party doesn't have a big front line tank to hold the line and deal damage against them. </p><p></p><p>On the other side of the coin, having a number of light fighters and rogues means that they will play brilliantly in the more piratical aspects of the AP - especially the voyage to the Isle of Dread and in defending Farshore from the Crimson Fleet. Moreover, because there are so many evil pirates to fight, there is some pretty sweet loot to be earned for light fighters and rogues (lots of keen rapiers). So maybe it will balance out.</p><p></p><p>Just some thoughts. You're going to have a blast in this AP.</p></blockquote><p></p>
[QUOTE="Gregor, post: 3463059, member: 11751"] ***SOME SPOILERS BELOW*** I think you have a really good looking group for the Savage Tide. Right now, im running a group through the AP (currently on the Lightless Depths - module 6) that consists of a human monk 11, halfling rogue 8 / scarlet corsair 3, wild elf druid 11, a human barbarian 11 and a cohort sorcerer 9. I think your players are really going to enjoy how their characters play out in the AP, especially in the first 3 modules. However, despite the lack of undead in the AP, there are still a number of the big boss monsters in the AP are immune to being flanked and/or to critical hits. Having two characters with sneak / skirmish (your rogue and scout) may result in them feeling a little ineffective during these fights. Go take a look at the Mother of All in the Sea Wyvern's Wake, the Lemorian Golem in Here there Be Monsters and Khala in City of Broken Idols. These baddies are really tough and your party doesn't have a big front line tank to hold the line and deal damage against them. On the other side of the coin, having a number of light fighters and rogues means that they will play brilliantly in the more piratical aspects of the AP - especially the voyage to the Isle of Dread and in defending Farshore from the Crimson Fleet. Moreover, because there are so many evil pirates to fight, there is some pretty sweet loot to be earned for light fighters and rogues (lots of keen rapiers). So maybe it will balance out. Just some thoughts. You're going to have a blast in this AP. [/QUOTE]
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