
Kirth Gersen |
1 person marked this as a favorite. |

This is the discussion thread for the invitational Kirthfinder "Savage Tide" PBP game. As noted in the recruitment thread, with 4 PCs, it's a challenging campaign, although not the meat-grinder that Age of Worms was. Play starts in the tropical port city of Sasserine; the player's guide has some background and flavor info about it, but the purchase of this $0.50 PDF is entirely optional: you probably won't be staying there too long, so don't get too attached to the place!
As someone asked, there are pirate-themed elements, but based on your choices, you can minimize their impact, or play them up for all they're worth, or anything in between. That said, this is a Paizo AP, and some portions of it are railroad-y as hell, to the point where it's trivially easy to derail the campaign by making logical choices (when I ran this before, at one point we had to retroactively ban a magic item that was the most obvious choice for everyone to pitch in for). So we may end up breaking the 4th wall a few times.

Kirth Gersen |

The PCs will start at 1st level. I'm happy to provide suggestions, such as these long-term ones: (1) You will need a full caster with good battlefield control spells; (2) you will probably need a cleric; (3) a diplomancer is extremely helpful; and (4) paladins rock in this AP, although 1-2 modules are better for rangers/druids.

Kirth Gersen |

Deities?
The modules were written under 3.5 and heavily reference the planescape and deities from that era, which overlap mostly with the old Greyhawk ones. Out of that bunch, Nerull (NE god of death; domains Death, Evil, Pestilence, Trickery) has the scythe as a favored weapon. A PC worshipping Nerull, in the Savage Tide setting, might be something like a voodoo practitioner who makes offerings to the Baron Samedi.

![]() |

Kirth, the latest update I received was on May 17, 2014. If that isn't the latest revision, please send to strattonel at yahoo dot com.
I'm thinking a rogue, and would fill in the diplomancer slot nicely. I'll try my hand at Kirthfinder spellcaster. Any recommendations as to class? Would a Deep One Bloodline Sorcerer do well here? Or would it be better to be a Wizard?

Kirth Gersen |

Are we using the comeliness and/or social class rules?
Those are always optional for each person -- i.e., you can roll them, or just hand-wave them, and in the long run it ends up coming out in the wash. Some people (*chough*Derek*cough*) really like to roll for stuff.

Jam412 |

Whatever you like! This can be his near-identical twin in an alternate universe. Like Gabe Law and Gabriel Yulaw in The One.
Ha, I hadn't considered how weird it would be playing the same character IRL. I'll hit reset and play someone/thing else. Lets see how the dice shake out.
4d6 ⇒ (6, 4, 5, 6) = 21 17
4d6 ⇒ (2, 3, 3, 3) = 11 9
4d6 ⇒ (1, 3, 5, 3) = 12 11
4d6 ⇒ (6, 1, 3, 6) = 16 15
4d6 ⇒ (2, 3, 4, 6) = 15 13
4d6 ⇒ (6, 6, 1, 1) = 14 13
Not bad!!

Jam412 |

This is the discussion thread for the invitational Kirthfinder "Savage Tide" PBP game. As noted in the recruitment thread, with 4 PCs, it's a challenging campaign, although not the meat-grinder that Age of Worms was. Play starts in the tropical port city of Sasserine; the player's guide has some background and flavor info about it, but the purchase of this $0.50 PDF is entirely optional: you probably won't be staying there too long, so don't get too attached to the place!
Just a note on this, the PDF is free, the hard copy is $.50. The link is at the bottom of the description, not in the usual place for whatever reason.

Kirth Gersen |

Just a note on this, the PDF is free, the hard copy is $.50. The link is at the bottom of the description, not in the usual place for whatever reason.
Aha! Cool. That distinction was entirely unclear to me when I followed the link. Then again, lack of sleep, etc.

Kirth Gersen |

That has the potential to be very handy in this campaign, especially with the right selection of rage powers going forward. But it will potentially deprive me of ever seeing a paladin in play! (Unless someone else goes that route, or you end up a barbarian/paladin...)

Jam412 |

That has the potential to be very handy in this campaign, especially with the right selection of rage powers going forward. But it will potentially deprive me of ever seeing a paladin in play! (Unless someone else goes that route, or you end up a barbarian/paladin...)
If I can work out the stats, Barbarian/ paladin may be what I go for. If not, there is always our home game (slow as it may be).

Tombrose |

Still have to review player's guide, generate backstory, and see what tweeks I may need in the crunch, but Thomas Bernard Rose a.k.a. Tombrose is 92% crunched!
Three things I can tell you about him already: a) He hates his nickname "Tombrose", always introducing himself by his full name (it's still better than "Trout" as his first captain called him), b) he renames all of his spells to reflect his own seaborn style, and c) he longs for the day when he can walk the ocean depths unaided.

Jym Withawye |

Is it just a coincidence that you both have the same last name?
It is a coincidence that Tombrose and I are both halflings.
Or... IS IT???

Kirth Gersen |

I'm going to have to re-read Alexandre Dumas' Georges to get back in the feel for Sasserine. Unless someone wants to sponsor me for a quick trip to NOLA...

Tombrose |

Kirth Gersen wrote:Is it just a coincidence that you both have the same last name?It is a coincidence that Tombrose and I are both halflings.
Or... IS IT???
We're both wearing hoods. That can't be a coincidence.

Kirth Gersen |

Should we take a district feat?
I downloaded the Players Guide (which incidentally is not the same one that was in Dragon #348) and looked at the district feats presented. They seem to be the usual mishmash of random crap that you can usually pick up with other feats/traits/favored terrain/etc. That said, if you really want to spend a feat on one of them, you're welcome to.

Jym Withawye |

Jym's character sheet is well underway, but not there yet. Maybe 75%?
Question: Is there a difference in feat progression between KF and PF?

Kirth Gersen |

Do I have to stick to the favored terrain of my totem?
Not necessarily. The totems were intended to represent modular packages of minor abilities that can be tacked on to add interest, and flavor, and a bit of focus to an otherwise generic class. That being the case, swapping out something like the favored terrain -- especially if it's in keeping with the overall campaign -- is not something I'd ever be likely to ban.

Kirth Gersen |

For barbarians, I always have a separate stat block for when they're raging, rather than looking for that stuff all over the place. It's your call -- if it's easier for you to keep all combat stuff together, I'd encourage you to do so, for example -- but, idiosyncratically, I find it a lot easier when I'm DMing to have something like this:
Male human barbarian 1
Init +0; Senses alertness +1 (DC 19); Perception +5
Languages Common
AC 16, touch 12, flat-footed 15 (+1 dodge, +1 insight, +4 armor)
hp 14 (1 HD; LW 7/HW 3)
Resist endure elements
Fort +4, Ref +0, Int +3, Will +0
Spd 40 ft.
Melee greataxe +5 (1d12+4/x3) or Power Attack +4 (1d12+7/x3)
Ranged hand axe +4 (1d6+3/x3)
Base Atk +1; CMB +4; CMD 15
Special Atks rage (+2) 6 rds/day
Str 17, Dex 11, Con 14, Int 8, Wis 13, Cha 10
SQ favored terrain (plains) +2, totemless
Feats Alertness(B), Diehard(B), Canny Defense(B), Dodge, Power Attack(B), Weapon Focus (greataxe)
Skills Athletics(B) (1/+7), Endurance(B) (1/+6), Perception(B) (1/+5), Survival (1/+5)
Raging:
Init +1; AC 17, touch 13, flat-footed 15
hp 14; delayed damage pool 2
Resist minor conditions
Fort +5, Ref +1, Int +4, Will +1
Melee Power Attack +5 (1d6+9/x3)
Special Atks furious counterstroke (+1/+2)
Str 19, Dex 13, Con 16, Int 6, Wis 11, Cha 8

Jam412 |

For barbarians, I always have a separate stat block for when they're raging, rather than looking for that stuff all over the place. It's your call -- if it's easier for you to keep all combat stuff together, I'd encourage you to do so, for example -- but, idiosyncratically, I find it a lot easier when I'm DMing to have something like this:
** spoiler omitted **
Cool, looks good. I was going to do just my attacks in a separate block, but your way makes a lot more sense.
Follow up question, how did the barbarian in your example get a 40ft move speed? I've been looking for that and can't seem to find it.
Kirth Gersen |

Follow up question, how did the barbarian in your example get a 40ft move speed? I've been looking for that and can't seem to find it.
+10 ft. base land speed is the terrain movement ability for Favored Terrain (Plains), which comes with the Totemless barbarian.