My party has just started book 1, having finished our first day together and gone to bed in our separate abodes. Our cast of characters is currently:
My party had a TPK at the sandman in the manor. I took the opportunity to have Pharasma show a vision to their souls, feeding them some backstory and a little foreshadowing. (I know prophecy technically doesn't work anymore since Aroden's death, but since this one was originally given thousands of years ago, I justified it was accurate and can still be fulfilled). Here it is, in case anyone wants to adapt it for their game. Spoiler:
A Pharaoh lies mummified in his tomb, a golden mask covering his face. A blue feather bearing a strange symbol divides him in three. The funerary mask fades from the mummy. The canopic heart jar also fades away. The room goes dark as sand covers the tomb. A cry full of frustration and loss fills your mind. It slowly fades into silence. Suddenly, a feminine voice, deep as the ocean, dry as the desert, speaks: "The Pharaoh has arisen. He rages against an injustice, for ages born.
They then appeared in the boneyard, where they were met by the unchained summoner's psychopomp eidolon. The eidolon told them Pharasma was sending them back to right a wrong so a soul that was stuck could resume it's journey on the river of souls. Pharasma then reincarnated them. They woke up in the Great Mausoleum with new bodies and no penalties from the spell (In my mind Pharasma knows a better version than mortals can cast). They still felt penalized for dying so stupidly because they lost their elemental-themed races (oread, sylph, ifrit) but they didn't have to reroll after session 3. I then let them make some knowledge and profession checks to interpret some of the symbols they had seen, such as a the Eye of Nethys on the blue feather. We're now halfway through book 6 and they have really bought in to the idea of being Pharasma's personal representatives. It has been a great motivator for their characters to feel like heroes, not greedy murder hoboes.
I'm getting ready to DM this in a few days and have just one point which is not clear. On page 4 in the 2nd-to-last paragraph of the Summary it clearly says spoiler:
"The Pathfinders must defeat the gloating Shimazi and his few surviving enforcers; otherwise, the quartet of kirin summoned by Tsuneo's ritual arrive too late to save him." This indicates to me that if the PCs lose the last fight then at least Tsuneo and perhaps Amara, are killed before the Kirin show up. However at the end of the module it appears to assume they both survive, so long as the PCs make it to the last fight. Is the Summary wrong or is the Conclusion incomplete? (or am I just missing something?)
Belmezard wrote: Finally we are going to be 8 lvl20's. Campain setting has it that the gods are gone and we inherited one domain of our old gods each. The party is composed of: 2 Clerics, 1 Ranger, 1 Wizard, 1 barbarian, 1 samourai, 1 paladin (maybe a little different I can't recall exactly) If they each inherited a domain, then they should each be able to command one (1) entire plane / demiplane of creatures to follow them in their battle. This should effectively neutralize (if not turn the tables on) Luci's paltry pit fiend summoning. 8 planes' worth of armies > 1 plane's army
ANebulousMistress wrote:
ahhhh...that does make sense. I'll go ahead and swap that out.
Zephyre Al'dran wrote:
Okay, I've fixed the bugs you mentioned, so my to-hit, HP and AC show correctly. I think I'd better keep it simple, so I'm going to stay away from the archetypes...unless we have some serious problems with healing. It doesn't look like there are any differences until 4th level anyway, so I can probably talk my DM into letting me use Hospitaler and/or Sacred Servant if we're cutting it too close. A question though, if we have an arcane class, do I still need UMD? I thought the point of that skill was to pretend you're a wizard/sorcerer with wands, scrolls and whatnot even though they are not on your spell list. Maybe I'm missing something though...
My group will be starting CC in the next couple months and I will be playing a Paladin. The party looks like this: Human Paladin (me)
Given the apparent difficulty of the AP, I am rather nervous about the survivability of our party. I plan to be the tank / face. My guess is that doing more damage is preferable to having a couple extra points in AC, so I'm going to be using a Greatsword (although I expect to switch to whatever spikey/slashy/bashy loot we find along the way). Do you think what I've put together should work well, or are there some tweaks that could improve it? We're using the standard (4d6) method for ability scores. So far my build looks like this: Thanks in advance! |