Savage Tides

Harrimast, the Pirate God from Freeport, is a really, really fun pirate deity. I'm playing a cutlass-swinging, "keep to the code," scenery chewing pirate cleric of Harrimast in a game I'm in currently, and it doesn't feel like a cleric so much as it does a manic version of a movie pirate. (The War domain makes clerics a lot more fun, IMO.) You might offer that god as a choice to your group. (Harrimast is extensively detailed in Black Sails over Freeport.)
 

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BiggusGeekus said:
My group doesn't like playing clerics, so I'm going to have to re-do the treasure lists anyway and add in extra healing potions.
You should really look at the armor as Damage Conversion variant. It's really easy to run, and makes healing get a bit extra mileage. (which is useful if clerics are rare in your group)
 

BiggusGeekus said:
Yeah, I might go with Defense Bonus. I won't re-figure the monster stats, I'll just describe the creatures differently.

My group doesn't like playing clerics, so I'm going to have to re-do the treasure lists anyway and add in extra healing potions.

There are a lot of potions in the first adventure...each 1st level rogue carries one, and you fight, like, twenty of them.

As for the pirates... The Scarlet brotherhood is one of the allegiance options, and they can be made to seem fairly "piratey". I think the Crimson Legion is going to be something of a plot element, so I wouldn't let PCs be a member of that organization, but it's totally feasible to have a PC be a smuggler or even low-level pirate when the campaign starts. After all, who says Pirates have to like each other?

I think the defence bonus idea is a good one; you also might want to add firearms. We've added them in my game, but so far, they haven't seen ANY use. Ah, well.... here's hoping.
 

Wik said:
I think the defence bonus idea is a good one; you also might want to add firearms. We've added them in my game, but so far, they haven't seen ANY use. Ah, well.... here's hoping.

Well, like I said, one guy in our group is a pirate freak. I'd repeat what he said when I told him there would be guns and his reply was enthusiastic, but unrepeatable on a family friendly message board.
 




Herobizkit said:
Tell your group that they're "privateers", and allow them leeway to act like pirates/dirty cops. :)

Privateering would have an additional benefit. Historically, many privateer captains were not owners of their ships, but instead worked for the ship's owner, who in turn invested in expedition.

Having the AP's NPC patron (I think her name is Liranda?) help the PCs outfit their privateering ship would be a good way to tie her to the party, and make a nice change of rewards from the usual gold-n-xp.
 

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