|Revolving Door Alternate|
SPOILERS – You were warned, so no complaining if you keep reading.
Alrighty then. We are very nearly at the end of book 2. Stopped in the middle of what I think is the final fight.
There is a very excellent chance my PC won't survive this combat. I have no problem with that. He is behaving in character and there are consequences for what he has done. It's all good.
But I'm planning out my potential replacement character. Now since our group has done an excellent job of making friends/allies of nearly every (I think) sentient group encountered, the GM and I discussed and it seemed very appropriate that maybe one of them would want to send someone along to see what the colony is getting up to in its activities. GM wasn't sure about dealing with the flying Stryx or the intelligent constructs. He's not sure how that would effect future game headaches. I'm having trouble coming up with a fish man personality that I like. So that leads me to the Monkey Goblin tribe.
So the monkey goblins just strike me as hilarious. Especially since they don't seem to be actually evil (though still quite chaotic) or at least that is how he was portraying them.
Now the group is 7th level and has a sorcerer, slayer, gunslinger, and rogue. All amphibious races. So operating in the water is no problem at all for them. I don't want to be an 'anchor' for the party (pun intended). I still need to be able to operate in the water for extended periods of time without too much hassle.
I think we need a bit more of a melee presence. The gunslinger has often been standing on the front line and taking melee attacks just because he has a very high AC. Ranged damage has been handled by the gunslinger and blaster sorcerer. The rogue has a very high stealth and disable device. Reasonably high acrobatics and perception.
This is leading me to first level as barbarian and the rest as druid. GM agreed the Kraken Caller archetype seemed very appropriate for a tribe living on a small island even though he is worshiping Zogmugot. The Goblin goddess of drowning, flotsam, and scavanging.
Druid's wild shape for hours would of course let him operating in the water. I'm planning more on the melee aspect than the spell casting aspect. Long term buffs for himself, his animal companion, and maybe even the party after he starts trusting them. Plus he has the condition removal spells on his list that he could prep the next day when something comes up.
The level of barbarian was almost mostly character personality development, but a bit of rage is always nice in melee and martial weapon proficiency isn't useless. Though I suppose he might be mostly fighting with natural weapons when wildshaped.
I'm struggling a bit on animal companion.
- I absolutely loved the idea of the Gliding Turtle! Just hilarious picturing a goblin riding a slowly descending turtle into combat. However, we have had exactly 2 combats where it might have even been possible to get up somewhere high and glide into combat. Though I suppose we're approaching the level where I could start using air walk on it. But it also isn't at all aquatic and doesn't seem very Kraken Caller-ish
- The snapping turtle would definitely help with a tank-ish melee presence. It is at least semi-aquatic. It has a swim speed and can hold it's breath. But doesn't seem too likely for the arboreal Monkey Goblins.
- A squid would be most appropriate for the Kraken Caller. But of course could only be used in the water. Not all encounters have been underwater and I'm not sure how useful it would be in the future. Hosteling armor enchantment would let me carry it around when not in the water.
I guess I'm leaning toward either the squid or the snapping turtle. Not entirely satisfied with either though. Can you think of some other amphibious/aquatic animal companion that would be appropriate for a Monkey Goblin Kraken Caller?!?
Any other thoughts or suggestions?