Can this party survive?


Savage Tide Adventure Path


I just started the Savage Tide this week and I'm a little worried about my four-player party. The likely builds of the party will be:

1. Sun Elf Warbalde 1/Wizard 5/Jade Phoenix Mage 9/Abjurant Champion 5

2. Lesser Air Genasi Rogue 10/Swashbuckler 9/Fighter 1

3. Lesser Ice Para-Genasi Druid 20

4. Wood Elf Ranger 6/Shadow Scout 4/King of the Sea 10

They're using a 36 point-buy so they're all pretty tough, but I'm a bit concerned about there only being four of them. They did fine on the Blue Nixie and in the Vanderboren vault (though the latter took a while) so maybe I'm worrying for nothing. Do you think they'll be okay? Should I run a 5th PC?


Or have the fighter run another too.. like twins or something.
Fighters take the least effort..

Sczarni

smashthedean wrote:


They're using a 36 point-buy so they're all pretty tough, but I'm a bit concerned about there only being four of them.

at 36 point buy they should be ok... replace the druid and warblade with a swordsage and monk and you have my group and they only had 18 point buy. if they run smart they should be ok with 4 PCs my gourp has had the swordsage dropped into negitives 3 times but otherwise no one anywhere near death, and they just finished the bullywug gambit and handled everything better then i thought.


With a 36 point buy and good classes from a wide range of options they should not have any significant trouble. Keep in mind that, in general, the hardest adventures your players face are the early ones. First level adventures are usually harder then 2nd level ones which are harder then 3rd level ones etc. At low levels you have few hit points and few options. As players gain levels they get more hps and have more ability to stack their strengths on top of their strengths this means they hit harder have better saves and in general are just much more power and significantly harder to kill.

So the fact that your players where able to overcome the early challenges without to much difficulty should be an indication that by the time their 8th level this party will be making mincemeat out of anything the AP can throw at them and barely be breaking a sweat. That said the druid should probably pick up the spontaneous healer feat if he has not done so already.


Yeah, I'm going to be urging her to pick up that feat as it's pretty amazing. She doesn't have it yet as the requirements are Knowledge (religion) 4 ranks so not until after 5th level for her, and probably not until 9th as she'll be wanting natural spell at 6th.


Adventure Path Charter Subscriber

Nothing wrong with the party composition and they should be just fine with 4 of them as long as they are savvy in playing their characters.

Oh... Druids rock for this AP. They are totally in their element from The Sea Wyvern's Wake onwards. The Isle of Dread with all its dinosaurs and dangerous animals will put a smile on the lips of the druid player.

Our group has a druid and she is the MVP of the party by far.


or anyone becoming a olman chosen one.. dominate animal at will..
Esp with thrall rules, enchantment 3rd party books have that.

And soon enough the chosen one will have every dino worth noticing thralled, just the way mindflayers/aboleth/etc keep their thralls eternally enslaved ;)

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