Adventure is not limited to forbidding dungeons and grimy back alleys; sometimes the greatest risks and rewards are found in the gleaming halls of queens and emperors. Pathfinder Player Companion: Heroes of the High Court presents everything you need to take your escapades into the royal courts and noble houses of Golarion. Learn how to dress and act in high society, gain access to the echelons of political power, and take advantage of the privileges afforded to those who have mastered the arts of courtly intrigue!
Inside this book, you'll find:
Archetypes for a variety of classes, such as the court fool bard to the butterfly blade slayer, who performs a noble's dirty work in the shadows.
Equipment and magical courtly regalia suitable for any ruler, including thrones that grant great power to whoever earns the right to sit upon them!
New traits, feats, and spells for characters who wish to mingle with nobility, as well as new tactics that let a participant of a verbal duel cut her opponent down to size.
This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy world.
ISBN-13: 978-1-60125-920-2
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This is not a well-titled book. When you think of a book with this title, you think of a middling to mediocre heavily flavor-focused book with at best some fluff archetypes that are kind of forgettable after a week or two. What you don’t expect is a whole host of really cool archetypes, flavorful items and abilities that hold up mechanically, and even new options for verbal duels of all things. Not everything’s a slam dunk of course, there’s a few less interesting or questionable archetypes scattered throughout the book (like the Paladin that trades out a bunch of stuff to basically become a Swashbuckler) but there’s also a bunch of really good archetypes included, like the Fighter archetype that gets Strength-based Combat Reflexes, and the Silksworn Occultist, a great archetype for the class that only gets better as it wears increasing amounts of bling.
Definitely worth a look, especially for someone who wants a character that's regal and wants to show it in style.
I decided to pick up Heroes of the High Court because a PC I'd been running for a while is a noblewoman and I thought I might find some good material for her in a book designed for PCs involved with royalty and noble intrigue. Alas, my character died this past weekend (aboleths!), but I'll still review this book anyway. As with all entries in the Pathfinder Player Companion line, this is a 32-page full colour book. The inside back cover is a reproduction of the cover, while the inside front cover is a depiction of six different signet rings and possible interpretations they could hold. It's a weird feature, but not necessarily a bad one (at least for people, like me, with zero in the way of artistic ability). The interior is literally divided into about fifteen different two-page long sections, which makes summary a bit of a chore. But if you stick with me, I'll try to move fast.
1. "Introduction/Rules Index": There's a couple of exceedingly-obvious paragraphs of introduction, followed by very short (one paragraph each) descriptions of some of the more prominent noble courts in the official campaign setting of Golarion: the Black Dome (Sothis), Castle Overwatch (Lastwall), the Imperial Palace of Egorian (Cheliax), the Imperial Palace of Oppara (Taldor), the Palace of Fallen Stars (Numeria), Queen Edasseril's Court (Kyonin), and the Umbral Court (Nidal). Each court receives a background trait; most are Social traits, but a couple are Magic or even Combat. Most don't actually have much to do with nobility in particular, and relate more to the culture of the region than anything.
2. "Playing a Noble": This section introduces five new feats (three of which are Story Feats), each of which is themed around being a different type of noble: Aspiring Noble, Enlightened Noble, Noble Impostor, Noble Stipend, and Self-Exiled Noble. Next, there's over a dozen new benefits that can be taken with the Noble Scion feat (from the Inner Sea World Guide book) relating to different regions of Golarion. Most of the benefits are fairly minor.
3. "Court Entertainers": Two new archetypes, one for Bards ("Court Fool") and one for Skalds ("Court Poet"), as well as three new Bardic masterpieces. I really like the Court Fool archetype and it seems like a natural role for a Bard, but the Skald archetype is a bit strange as it involves improving allies' "aesthetic sensibilities" (non-physical attributes).
4. "Royal Defenders": Three new archetypes, one for Fighters ("High Guardian"), one for Gunslingers of all things ("Thronewarden"), and one for Witches ("Witch-Watcher"). Witches also get two new hexes and a new patron choice, Protection. The Gunslinger archetype seems okay to me, the Witch archetype really needs much more flavour (it's very bland conceptually), and the Fighter archetype seems like a really bad choice, as the character loses several bonus combat feats in exchange for getting very specific feats with restrictions on them.
5. "Arcane Retainers": Four new spells, three new Alchemist discoveries, and a new Alchemist archetype ("Royal Alchemist"). The artwork accompanying this archetype is pretty cool, but the archetype itself seems like a very, very complicated way to essentially give allies some modest bonuses against disease and poison. I've noticed a trend in Pathfinder game design of giving various class features "pools" of points that do various different things depending on the number of points spent, and I'm not sure if it's a good one for gameplay.
6. "Orders of Chivalry": One new archetype for Cavaliers ("Gallant"), one for Paladins ("Virtuous Bravo"), and the introduction of a new category of magic items called Favors. The Gallant really doesn't do much, but the Virtuous Bravo basically adds Swashbuckler class abilities to a Paladin chassis and definitely provides a different feel for a character with them. Favors are one-use only minor magic items given to a character as a reward or token of admiration for services rendered; I like the concept, though most are pretty expensive considering their minor mechanical effects.
7. "Courtly Races": All of the Core Rulebook races get short (two to three paragraph) entries on what their royal courts are like, along with an alternate racial trait. My favourite of the bunch is "Conservative Diplomacy" for dwarves, which says that they treat any roll of 5 or less on a Diplomacy check as a 5, but any roll of 15 or better as a 15. The mechanical effect ties in really well with the flavour explanation and it makes perfect sense.
8. "Courts of the East": This section contains description of noble life in Jalmeray and Katheer (two areas of the campaign setting that don't receive as much coverage as others), which is more useful than the fairly generic description in the previous section. There's also two new feats, a new Oracle archetype ("Inerrant Voice"), and a new Psychic discipline ("Pageantry"). I have to confess to not knowing much about Psychics (apart from a terribly inept attempt to create one), but the Pageantry discipline looks pretty powerful; I will note, however, that the abilities it grants do not seem particularly well-tied to a "pageantry" theme. Function should follow form here, and it doesn't.
9. "Courts of the Dragon Empires": Brief overviews of four Tian royal courts are provided: Minkai, Po Li, Tianjing, and Xa Hoi. There's also four new feats and a new Occultist ritual. Again, I appreciate seeing some options themed around areas of Golarion outside the Inner Sea, even if the options aren't always as well-tied to the flavour as they should be.
10. "Ecclesiastical Courts": This section includes very brief (one paragraph each) introductions to the royal courts of Cheliax, Mendev, Druma, Razmiran, and Nidal, along with five new feats loosely themed to each. I really like the feats in this section: creative and useful. Two new clerical subdomains are also added, "Chivalry" and "Sovereignty."
11. "Invested with Divinity": This entire section is about a major new Monk archetype, the "Invested Regent." Again, the archetype grants a pool of points which which the character can do special things (and this pool is separate than the Monk's Ki pool). There's three new feats, each of which requires the archetype as a prerequisite. The powers granted to a character with the archetype just don't seem to have much to do with the flavour of the concept, and appeared to be a bit randomly chosen to me.
12. "Enemies of Rule": An archetype each for the Slayer ("Butterfly Blade") and Vigilante ("Dragonscale Loyalist") and three new spells for infiltrating and detecting impostors. The archetypes in this section were much better than in the previous section, and it's good to see Vigilantes getting some attention in a book that would seem to be a natural place for them to shine.
13. "Conduct and Decorum": This section introduces some new ways to use existing skills, such as using a Knowledge (nobility) check instead of Sense Motive to determine if someone is feigning noble blood. I like the concept overall, though some of the options seem more complicated than necessary in order to accomplish a relatively rare task. The verbal duel rules from Ultimate Intrigue receive support with four new tactics; I'm a big believer that new rules sub-systems should be supported beyond the book they're introduced in, so I was happy to see this.
14. "Courtly Regalia": Seven new mundane and magical articles of clothing or accessories to make every noble look (and act) their best. My favourite by far is "Phantom Entourage", which does exactly as the name implies--it creates illusory assorted sycophants and hangers-on to make it clear to everyone just how important the (actually unimportant) wearer is. There's also a new Occultist archetype called the "Silksworn." The concept has been quite popular in the Paizo forums, though again I'll cop to not knowing enough about the class to offer an opinion.
15. "Implements of Rule": Several new magic items, including crowns and scepters, as well as a new type of magic items, thrones. Thrones are interesting because they provide benefits to the monarch sitting on them as well as anyone who makes an obeisance (like kneeling or other gesture of allegiance) before it. I could imagine thrones as an excellent way to add some interesting effects to "boss fights" without risking PCs getting their hands on something so powerful that it will upend campaign balance.
So you can see from the summary above that the book is chock-full of new options. Contrary to what one might expect, there's no particular focus on the classes that seem more naturally aligned to courtly settings (like Bards, Paladins, Vigilantes in their social guises, etc.). Instead, this book has a "satisfy everyone with something for everyone" approach. My feelings after reading it are of mild disappointment. There's no heart or style to the book; the writing in each section is functional but pedestrian, and it's never inspiring or passionate about a rarely-touched area of Pathfinder gameplay that deserves better. I know most buyers of these books want as much "crunch" as can possibly be fitted between two covers, but the book suffers for it in terms of cohesiveness and enduring contribution to the game.
I ordered this right as I saw it available. My current character is a noble, so thought it would be useful for her for some different flavor. I wasn't wrong, but was also pleasantly surprised by the various archetypes, items, and spells available.
The archetypes, as with others in the same vein, don't completely replace a class'so abilities, but rather give them noble (or anti-noble) flare. Some even change classes a fair bit (dex paladin??), but that's par the course for archetypes.
Additional excitement came to be when I read into the info for verbal duels; so much can be done with that, adding a new dynamic to game play.
The items are interesting without being overpowered or too situational- not everything needs to be a Legendary Sword of Legend. In particular, I love the item that gives a character it's own illusory hangers-on... could donly both useful and hilarious things with that!
All in all I like it, and am looking forward to using some of these items and rules in game soon.
Do you want a lot of rules and options to help run a campaign set in royal courts and other elite social environments? Buy Ultimate Intrigue!
But this book is ok, too. You'll find many archetypes and feats that are of the usual quality (forgettable but not offensively bad) and a few well polished diamonds.
My favorites:
1. A bardic masterpiece that replicates the Commune spell
2. The Protective Luck hex makes enemies roll twice and take the worst when attacking an ally
3. A paladin archetype that gives lots of swashbuckler abilities at reasonable cost
4. A strong level 4 occult ritual that can serve as a daily party buff
5. A monk archetype that lets you swap feats for SLAs or advanced feats (w/o preqs) fueled by a new (Cha based) pool of energy separate from your ki, it's also well supported by feats, a case can be made for treating this as a standard archetype you need to justify not taking
6. The Perceive Betrayal spell, which is great for bodyguard or intrigue situations
7. New skill options for existing social skills, much better than the UI "here's a feat to do something you were obviously capable of by default before we published this" approach
8. The Silksworn Occultist. Easily the best 6th level caster when it comes to actual spell casting and SLAs, 9th level casters would be jealous if they weren't, you know, 9th level casters. But for breath and effectiveness in using the abilities and spell levels it does have it's really, really good.
9. The Chastising Baton, a magical rod. Adds +1 DC to all compulsion spells, and sickens the target for 1 round if they make their save. Only 5,000 gp and a new must have for serious Mesmerists, Psychics, and Enchanters.
My biggest disappointment is the Pageantry Discipline for Psychics. It has promise, but makes a big, easily avoided mistake in the spell list that overlooks a well known OA errata, and the first discipline ability by possible intent is basically useless, but as actually written is too powerful. Better editing would have made this a good addition, but I don't see how it can be saved without a comprehensive FAQ that a Player's Companion won't get. Maybe PFS clarifications can at least fix the bonus spell list error.
The princess is kidnapped by an evil paladin and adventurers are hired to rescue her.
Background info :the princess is actually an evil sorceress and the paladin kidnapped her to put a helm of opposite alignment against her will to change the local politics hopefully for the betterment of the people
The princess is kidnapped by an evil paladin and adventurers are hired to rescue her.
Background info :the princess is actually an evil sorceress and the paladin kidnapped her to put a helm of opposite alignment against her will to change the local politics hopefully for the betterment of the people
... I'd have the paladin fall for that. It's not outright evil or chaotic but it's dubious enough that, yeah, no.
The princess is kidnapped by an evil paladin and adventurers are hired to rescue her.
Background info :the princess is actually an evil sorceress and the paladin kidnapped her to put a helm of opposite alignment against her will to change the local politics hopefully for the betterment of the people
... I'd have the paladin fall for that. It's not outright evil or chaotic but it's dubious enough that, yeah, no.
You just love watching Paladins fall...though usually with less clothes on.
Victimization is not a joking matter, even when directed against fantasy creatures. Let's bring the thread back on target and discuss the Player Companion: Heroes of the High Court instead. Greatly appreciated!
Aaaargh that one time ever I actually wished I got this book earlier and it's delayed! On the bright side, this means that January won't kill my wallet that much.
This is very intriguing...or is that another book? Seriously, looking forward to this one. Perhaps I should subscribe? Oh, right. I haven't been able to find a reason to UN-subscribe to the best line Paizo has had in the last year or so...IMO.
Will there be a system that will simulate a character being wealthy rather that just adding to the character wealth itself.
I love to have characters that had traits and/or vanities that allowed them to be able to play "rich" without just giving them more gold (i.e player character wealth)
So are there going to be any archetypes for the swashbuckler, investigator, brawler, magus, ninja, samurai, gunslinger, alchemist, skald, and/or arcanist?
So are there going to be any archetypes for the swashbuckler, investigator, brawler, magus, ninja, samurai, gunslinger, alchemist, skald, and/or arcanist?
So are there going to be any archetypes for the swashbuckler, investigator, brawler, magus, ninja, samurai, gunslinger, alchemist, skald, and/or arcanist?
Pardon my asking, but what sort of archetype could Paizo work for thuggish class like the brawler in a book about the nobility?
Mind I hope we see something new for them eventually, but this just doesn't seem like the kind of place to expect it.
So are there going to be any archetypes for the swashbuckler, investigator, brawler, magus, ninja, samurai, gunslinger, alchemist, skald, and/or arcanist?
Pardon my asking, but what sort of archetype could Paizo work for thuggish class like the brawler in a book about the nobility?
Mind I hope we see something new for them eventually, but this just doesn't seem like the kind of place to expect it.
Nobles would call it fisticuffs or pugilist. I mean it is possible.
Pardon my asking, but what sort of archetype could Paizo work for thuggish class like the brawler in a book about the nobility?
As John points out, I could see them doing something like a pugilist, sort of a more noble and orderly Brawler archetype (maybe Lawful in alignment, give them a code or rules of conduct to follow, and something like the Cavalier's Orders to reflect different fighting schools).
What I'd like to see would be something like the Wit from Ultimate Intrigue. His Martial Flexibility would apply to social feats of various kinds, and he'd get bonuses in Verbal Duels and such. He would retain some of the unarmed fighting skills as well, because let's face it, sometimes wars of words end in wars of fists. Kind of a combination of Tyrion Lannister and Cyrano de Bergerac. Call it the Exelocutor. :D
So are there going to be any archetypes for the swashbuckler, investigator, brawler, magus, ninja, samurai, gunslinger, alchemist, skald, and/or arcanist?
Pardon my asking, but what sort of archetype could Paizo work for thuggish class like the brawler in a book about the nobility?
Mind I hope we see something new for them eventually, but this just doesn't seem like the kind of place to expect it.
That one is easy. How about a gentleman boxer who always fights by the Marquess of Queensberry rules?
What I'd like to see would be something like the Wit from Ultimate Intrigue. His Martial Flexibility would apply to social feats of various kinds, and he'd get bonuses in Verbal Duels and such. He would retain some of the unarmed fighting skills as well, because let's face it, sometimes wars of words end in wars of fists. Kind of a combination of Tyrion Lannister and Cyrano de Bergerac. Call it the Exelocutor. :D
Speaking as someone who would totally write an archetype like that... it would not be easy. Such "social feats" don't have their own descriptor, which means they'd have to be listed in the text itself. And that's a huge wordcount hog. (Trust me on that one.)
Judging from the responses I got, now I can see how you could do a Noble pugilist/brawler. Though I should have remembered that the iconic Brawler is supposed to be an (ex-)noble anyway.
Speaking as someone who would totally write an archetype like that... it would not be easy. Such "social feats" don't have their own descriptor, which means they'd have to be listed in the text itself. And that's a huge wordcount hog. (Trust me on that one.)
Other than that, it's a cool idea. ^_^
Thanks. I had a similar thought after posting that and looking into doing a writeup; that it would need to be a list. I didn't even think of it in wordcount, though- but you're right. Just goes to show the difference between an amateur and a freelance pro! :D
(Another disadvantage; it wouldn't take into account new feats in new products.)
Speaking as someone who would totally write an archetype like that... it would not be easy. Such "social feats" don't have their own descriptor, which means they'd have to be listed in the text itself. And that's a huge wordcount hog. (Trust me on that one.)
Other than that, it's a cool idea. ^_^
Thanks. I had a similar thought after posting that and looking into doing a writeup; that it would need to be a list. I didn't even think of it in wordcount, though- but you're right. Just goes to show the difference between an amateur and a freelance pro! :D
blush
Cthulhudrew wrote:
(Another disadvantage; it wouldn't take into account new feats in new products.)
This is also very true. In addition, any feat not from an RPG-line hardcover would have to be fully sourced (e.g., Pathfinder Player Companion: Heroes of the High Court 12)... which is wordcount homicide.
What I'd like to see would be something like the Wit from Ultimate Intrigue. His Martial Flexibility would apply to social feats of various kinds, and he'd get bonuses in Verbal Duels and such. He would retain some of the unarmed fighting skills as well, because let's face it, sometimes wars of words end in wars of fists. Kind of a combination of Tyrion Lannister and Cyrano de Bergerac. Call it the Exelocutor. :D
Speaking as someone who would totally write an archetype like that... it would not be easy. Such "social feats" don't have their own descriptor, which means they'd have to be listed in the text itself. And that's a huge wordcount hog. (Trust me on that one.)
Other than that, it's a cool idea. ^_^
The vigilante has a social talent that lists out such feats. It's quite awkward, but you could just point to that talent.
The vigilante has a social talent that lists out such feats. It's quite awkward, but you could just point to that talent.
While that's a good thought... since that talent doesn't appear to be in Ultimate Intrigue, it almost certainly wouldn't work out. They're very leery about creating options that are dependent on other softcover sources, unless the specific content from the source is extremely popular (such as the new kineticist elements in Occult Origins).
While that's a good thought... since that talent doesn't appear to be in Ultimate Intrigue, it almost certainly wouldn't work out. They're very leery about creating options that are dependent on other softcover sources, unless the specific content from the source is extremely popular (such as the new kineticist elements in Occult Origins).
We'll just have to wait for the next Core book that will create the new [Social] feat category and provide a retroactive list of them in the feat section, then! :D
We'll just have to wait for the next Core book that will create the new [Social] feat category and provide a retroactive list of them in the feat section, then! :D
I thought of suggesting this myself, but there are a couple of potential obstacles.
Such a list would have pretty much had to be in Ultimate Intrigue - it's unlikely that we'll see another book whose theme would be appropriate for such a list.
A Core book wouldn't list anything from the softcover lines. We'd need a separate softcover book for this. Of course, there's some precedent for that - a softcover book expanded the stamina rules from Pathfinder Unchained to include feats from a number of softcover books.
So, again, good thought! I hate to have to be the buzzkill around here. ^_^
Such a list would have pretty much had to be in Ultimate Intrigue - it's unlikely that we'll see another book whose theme would be appropriate for such a list.
It really would have been a good place for it, especially in connection with so many of the other social elements to it. I was softly lamenting that the other day.
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So, again, good thought! I hate to have to be the buzzkill around here. ^_^
Stop it. :'(
No worries. I'm still planning on sitting down this week or weekend and tinkering around a bit now that I'm inspired to be a little creative.