Tyger
2010-05-26, 09:47 AM
I am setting up a high powered, level 20 game, as a one off (maybe two off) game for my regular gaming group, mostly to give our regular DM a bit of time off, and to let the players flex their high level muscles.
So far, we have a Dread Necromancer (yeah, he knows it not the high powered monster he wanted, but he wants to be a lich), a Wizard / Ur Priest / Mystic Thurge (again, not the most terrifying concept, but I think Mystic Thurge gets a bad rap due to low level usage - at level 20 it should be interesting), and Druid (probably PrCing into Horizon Walker). All three are taking cohorts (a death knight, half-dragon troll warblade, and one to be announced), so there will be a glut of carnage at the table.
A new player has asked to play a melee character, based upon Murder Princess... essentially a TWFer, in no armour, with huge defensive abilities while also maintaining the ability to slay things.
My first thought was a Swordsage, specializing in Tiger Claw manuevers... any thoughts on how to a) make this work, and b) not make him feel completely overshadowed by the three full casters? Normally our casters play "team friendly" casters (i.e. buffing the melee and the like so as not to steal all the limelight) but in this game, I can see it being a problem.
So far, we have a Dread Necromancer (yeah, he knows it not the high powered monster he wanted, but he wants to be a lich), a Wizard / Ur Priest / Mystic Thurge (again, not the most terrifying concept, but I think Mystic Thurge gets a bad rap due to low level usage - at level 20 it should be interesting), and Druid (probably PrCing into Horizon Walker). All three are taking cohorts (a death knight, half-dragon troll warblade, and one to be announced), so there will be a glut of carnage at the table.
A new player has asked to play a melee character, based upon Murder Princess... essentially a TWFer, in no armour, with huge defensive abilities while also maintaining the ability to slay things.
My first thought was a Swordsage, specializing in Tiger Claw manuevers... any thoughts on how to a) make this work, and b) not make him feel completely overshadowed by the three full casters? Normally our casters play "team friendly" casters (i.e. buffing the melee and the like so as not to steal all the limelight) but in this game, I can see it being a problem.