So we are starting a new game and to skip a little drudgery, everyone of the players will be starting at level 4. No big deal, and 4th level is when most classes start getting the fun stuff.
One of the PCs is a full blood orc, and a fighter at that. Since the setting starts in a city known for whaling; and the player isn't good at coming up with back stories I suggested his orc be a whaler.
Now the game has stats for harpoons, but I am tempted to tweak the range increment from 10ft to 20ft. For the following reasons: orcs are pretty damn strong and secondly the character has spent years doing it. To me it would make sense a well seasoned orc whaler would be pretty darn good with hurling harpoons.
It would make the weapon a bit better, but not so overwhelming. Unless I am over looking something, so that is the question. Would an additional 10ft unbalance the weapon?
The bigger problem I am having is setting how much loot the druid will start with. Yes the book has a guide, but that is for actively adventuring PCs... Not a hippy sitting alone in a forest communing with nature. The swashbuckler and paladin are easy as they will have been out doing adventury type things.
Gear I figure she would have a little magic in a staff or armor, but gold and silver she would be pretty coin-less. From a thematic and usual druid behavior standpoint as they don't tend to own lots of stuff. Cause 6k gold is a lot of money for a character that hasn't done much.
Those are what I am stumped on, and any suggestions are welcomed.