Baron Hannis Drelev

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Sovereign Court

My group is just about to start this. I am going to run them through The Confirmation scenario first. Then depending on how they do, the note inviting them to Magnimar will either be “in recognition of their great success” or else “a chance for them to redeem themselves in the eyes of the Society.”

Sovereign Court

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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:
- Malachai - 2nd level human warpriest of Arqueros (reach build). He is from Lastwall but has been living in Trunau 6 years now. He has a room at the Sanctuary.
- Kairah - 2nd level half-elf swashbuckler (mouser archetype). She is a local and lives with her parents in their home.
- Ian Stormarm - 2nd level human gunslinger (musket master archetype). He is also a local and has a bunk in the barracks.

Sovereign Court

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.
Much pain has he caused and much more has he in store.
He must be laid low, that his soul may meet its fate.
She must be raised up, an improper fate to expurgate."

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.

Sovereign Court 1/5

Congratulations William. It is always a pleasure to play at your table. If anyone deserves this recognition, you do.

Sovereign Court 1/5

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?)

Sovereign Court

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

Sovereign Court

ANebulousMistress wrote:

Not everyone's spell list is comprehensive.

What if (more like when) you come across a divine scroll/item of a spell not on your list? Or the Inquisitor's list? Someone's gotta be able to use that scroll of Raise Dead and you're the one with the charisma for it.

Use Magic Device is always useful. Always.

ahhhh...that does make sense. I'll go ahead and swap that out.

Sovereign Court

Zephyre Al'dran wrote:

A few technical issues to sort out first.

HP - with a +3 con bonus you should be at 13
AC - you did not include your dex bonus - should be 18
Attack bonus with your greatsword is off. Should be +4, unless you've a feat or trait I missed. At 1st level I doubt you have the cash for masterwork.
Touch AC should be 12

Now for advice.
Drop magical knack trait for dangerously curious. this gives you a +1 UMD, and it becomes a class skill. This and diplomacy will carry you through the majority of this adventure. Also, perception. It's never gonna be a class skill, but focus on it as it will give you a chance at not being caught surprised.

Have you thought about any archtypes? If this is your first paladin, I'd not recommend it, but if not, the Hospitaler combines very well with the Sacred Servant. You'll lose out on a few smite evils, but Hospitaler will get you a separate pool of power for your channeling, making channel smite a nice cost effective option. Sacred Servant will give you access one domain of your choice complete with domain power and extra spells. It will also net you a planar ally at later levels. Both of these options will help alleviate some of the need of a cleric. The only downside, if you are of the opinion that it is, is that your will be required to have a divine bond with your holy symbol. This gets you several nice bonuses, but may not be what your looking for as the party tank.

You will definitely need some arcane support so hope for either a sorceror or wizard to fill your last slot. Summoner could work too, and it would help provide extra meat shields for your party.

Finally, I didn't see any of your other gear listed. You'll want at least one potion of cure light wounds, and if possible so holy water.

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...

Sovereign Court

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)
Dwarf Inquisitor
TBD Caster (hopefully cleric, but maybe arcane)

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:

My Online Sheet

Thanks in advance!