Hello everyone, it's been a while since I was last here, but I need some input on the idea's I've got going for a new campaign in the works for my group, and since it's something I haven't done in a good while either some advice or ideas pitch would be incredibly nice!
Alright so the ground work is a moderately high level campaign set in a fantasy style age of piracy, inspired by the stormwrack book of which i no longer have do to an incident involving my cat and a glass of soda, The main idea is also somewhat inspired by the Pirates of the Caribbean movie in that the Government and pirates are in conflict, with them both wanting the same things in many cases (wealth, artifacts, prestige, etc). The plot is that the party members, whom are all seasoned and well experienced men and women at sea or in combat, hear through various means that one of the most legendary pirates is building a new crew to seek out a weapon of lore that could be capable of ending the conflict once and for all. one of the party is a double agent working for the state and is likely going to be intent on killing the pirate lord or stealing the weapon if possible and I want them to have navel fights with other pirates and government assaults, treasure searching and a heft bit of roleplay with getting to know the crew and better learning about the world in which this all happens in, and the weapon is likely going to be a key involved in the plots of a long caged evil deity.
All of that is fine and good, but I have little to no idea what level to put the party at and what not to allow ans what to green light and I'm also a little confused on the wording of one of the classes that the main pirate lord uses, so I'll list what they are, and based on that what do you guys think the party's level should be based on the idea that I want her to be scary as hell to them, she will likely rarely participate in combat unless it's on the ship itself and even than she wouldn't use her full range of power unless it was absolutely needed, wanting her tricks to be secret, also if you want to know anything I left out I can provide that easily, but I'm just not sure what all is needed to know how to decide the party's stuff.
Vrilisa Laorves, CN Female Psionic variant Vampire lord
Psion/1, fatespinner/5, Dread Pirate/10, Thrallherd/9
Str- 22, dex- 24, con- 20 (unliving temp), int- 32, wis- 28, cha- 32
powers know- 15, max power level- 5, 72 power points
Equipment- "Aegis of the Sea lord" +10 legendary leather armor SR 19 and heavy fort, "Calypso" +14 Great cutlass of anarchic power, deals 2d4 neg levels on hit to any living creature opposing her while standing on her ship.
AC- 50, 39 flat, 28 touch(10 + 12 armor, 7 dex, 6 nat, 11 deflection from getting int to deflect)
Alright so my first real question is about the thrallherd. I know I get a lv 17 thrall, but do you get ALL the listed numbers of followers or is it that you can have one or the other? because thats obviously a pretty important detail.
Alright so the ground work is a moderately high level campaign set in a fantasy style age of piracy, inspired by the stormwrack book of which i no longer have do to an incident involving my cat and a glass of soda, The main idea is also somewhat inspired by the Pirates of the Caribbean movie in that the Government and pirates are in conflict, with them both wanting the same things in many cases (wealth, artifacts, prestige, etc). The plot is that the party members, whom are all seasoned and well experienced men and women at sea or in combat, hear through various means that one of the most legendary pirates is building a new crew to seek out a weapon of lore that could be capable of ending the conflict once and for all. one of the party is a double agent working for the state and is likely going to be intent on killing the pirate lord or stealing the weapon if possible and I want them to have navel fights with other pirates and government assaults, treasure searching and a heft bit of roleplay with getting to know the crew and better learning about the world in which this all happens in, and the weapon is likely going to be a key involved in the plots of a long caged evil deity.
All of that is fine and good, but I have little to no idea what level to put the party at and what not to allow ans what to green light and I'm also a little confused on the wording of one of the classes that the main pirate lord uses, so I'll list what they are, and based on that what do you guys think the party's level should be based on the idea that I want her to be scary as hell to them, she will likely rarely participate in combat unless it's on the ship itself and even than she wouldn't use her full range of power unless it was absolutely needed, wanting her tricks to be secret, also if you want to know anything I left out I can provide that easily, but I'm just not sure what all is needed to know how to decide the party's stuff.
Vrilisa Laorves, CN Female Psionic variant Vampire lord
Psion/1, fatespinner/5, Dread Pirate/10, Thrallherd/9
Str- 22, dex- 24, con- 20 (unliving temp), int- 32, wis- 28, cha- 32
powers know- 15, max power level- 5, 72 power points
Equipment- "Aegis of the Sea lord" +10 legendary leather armor SR 19 and heavy fort, "Calypso" +14 Great cutlass of anarchic power, deals 2d4 neg levels on hit to any living creature opposing her while standing on her ship.
AC- 50, 39 flat, 28 touch(10 + 12 armor, 7 dex, 6 nat, 11 deflection from getting int to deflect)
Alright so my first real question is about the thrallherd. I know I get a lv 17 thrall, but do you get ALL the listed numbers of followers or is it that you can have one or the other? because thats obviously a pretty important detail.