Getting Ready for the Tide!

Wik

First Post
Alright. So, we're getting ready for some Savage Tide goodness next thursday, and I felt like sharing some of the characters in my group,as well as some of the changes/preparations I'm working on. As usual...

Yar! Here be spoilers! Yar!

Alright, so we made up the PCs yesterday, and I'm actually a little surprised that most of my (rules-light) players did some serious power-gaming. I'm quite proud of the li'l guys, actually.

Two of the players were interested in LA+1 races, so I let them make 1st level characters as normal, but under the stipulation that when they get enough XP to hit 2nd level, they're just going to keep their normal 1st level, so that things will even out. My non-LA players agreed with this rule.

We rolled 4d6, drop lowest.

We have a Goliath Fighter who is built around using a Large Greatsword. He can inflict something like 3d6+9 damage (+7 for strength, +2 more for using power attack), although his AC is terrible (14). We ran a fight against a 1st level thief because he wanted to show off how cool his character is, and the thief actually took the goliath out. So, the player knows that while he can inflict a lot of damage, he's terribly vulnerable to damage. This is also the only character in the group that really wants an affiliation - Zelkarune's Horns.

Second is a Catfolk Rogue with maximum dexterity (she rolled the sole 18 in the group). She has a lot of skills (16 int), and has decided to focus on archery (Point Blank Shot as her feat). I've reminded the player firmly that she has to use her sneak attacks and archery wisely if she wants to be effective.

Then we have a dwarven barbarian. The player actually wants to be a Dragon Shaman (Copper Dragon), but decided to start off with barbarian for the hit points, rage, and martial weapons. I believe his goal is to focus on being a close-range fighter with an emphasis on mobility - a sort of floating reserve on the battlefield.

Finally, we have a human cleric of Wee Jas who intends on taking war mage levels to become a mystic theurge. This player rolled straight 15s, pretty much (with one 11 and one 12), and has a well-rounded character. He's also the only non-good character in the group (Lawful Neutral, I believe). He took a Divine feat and Extra Turning as his feats, which I'm sure will come in handy when the group comes to Parrot Island. Curiously, this is the only character in the group that is actually a native of Sassarine.

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Changes I plan on Making:

First, I've added firearms to the campaign. I plan on giving some of the rogues the group encounters simple firearms (maybe ones that just deal 1d8 damage) instead of the poisoned hand crossbows. Maybe one rogue out of 4? None of the players really want to use firearms, but they were adamant on seeing them included in the game. "It is, after all, Pirates!" they say.

That dead halfling rogue the group finds? He's going to be a crocodile-hunter look-alike instead, complete with ixitxachitl barb sticking out of chest. Aw, yeah.

I want to swap out the Rhagodessa for some other creature, as well. Maybe something that doesn't use improved grab, because I'm not a huge fan of using grab in fights. I haven't decided for sure on this, yet.

I also plan on subbing out a lot of the potions the rogues carry for various random treasures, just so the group doesn't wind up with so many friggin' healing potions (20 odd healing potions is overkill, if you ask me). I'll throw in things like Tanglefoot Bags, Alchemist's Fire, and maybe a potion of Cat's Grace or something. The group should have more than enough healing available to it, anyways.

I have a sneaky suspicion the dragon shaman is going to do his best to get a parrot animal companion of some sort, so I want to figure out a side plot involving that. I don't know what, though.
 

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