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The Genius Guide to the Order of Vigilance (PFRPG) PDF

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The Genius Guide to the Order of Vigilance presents a group of three thematically linked prestige classes for the Pathfinder Roleplaying Game. These classes represent various disciplines taught to members of an elite guild of bodyguards known as the Order of Vigilance, an organization dedicated to the notion that any group of individuals only ever reaches their ultimate potential when they function as a single unit—as a team that moves, acts, and thinks as one.

Each of the prestige classes here—the Dauntless Shield, Unseen Hand, and Warding Eye—functions adequately on its own, giving a character abilities and powers that allow them to excel at providing protection for their charge. However, when they team up with other characters that have been trained by the Order of Vigilance, their effectiveness increases and more options are open to them as a team than they each had individually.

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Product Discussion (29)
Minister of Propaganda, Super Genius Games

Andit's live! Get your Prestige Class goodness today!

Hyrum.
Super Genius Games
"We err on the side of awesome."

Cheliax

Pathfinder Comics Subscriber; Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber

So anyone picked it up yet? If so what did you think?

Cheliax

Pathfinder Roleplaying Game Subscriber

Just wondering what the Unseen Hand is proficient with, for weapons and armor.


How many skill points per level does the Dauntless Shield get?


On first read an interesting addition. In short the three prestige classes represent an organization of bodyguards. The Dauntless Shield has a warrior feel, with some features that are paladin like. The Unseen Hand seems more like a rogue archetype to me, but it's really the only one of the three I didn't like on first read. The Warding Eye is a very pared down arcane caster. Think magus with teamwork feats.

Teamwork is really the part of the addition that stands out. The three prestige classes could really let a group of players do some really fun things tactically. Each of the three has at least one central feature that helps it work with others that take levels in one of the PrCs. I don't have a good sense on the balance, but flavor wise these teamwork like elements are my favorite parts. They are also the features that let the PrCs serve as effective bodyguards.


Chris Ballard wrote:
Just wondering what the Unseen Hand is proficient with, for weapons and armor.

This may be an oversight, as no proficiencies are listed for the Unseen hand for weapons or armor.

Caedwyr wrote:
How many skill points per level does the Dauntless Shield get?

Same deal on this one, no listing for skill points per level.

Contributor

Holy cats! I never even SAW those questions! Sorry for the delay in answering!

Chris Ballard wrote:
Just wondering what the Unseen Hand is proficient with, for weapons and armor.

The Unseen Hand should have the following entry under Class Features:

Weapon and Armor Proficiency: Unseen hands are proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. They are proficient with light armor, but not with shields.

Caedwyr wrote:
How many skill points per level does the Dauntless Shield get?

The Dauntless Shield should have the following text below its Class Skills list:

Skill Points at Each Level: 2 + Int modifier.

Let me know if there are other questions regarding these PrCs, and I promise to get an answer up BEFORE a year has passed. (Geez! I'm SO embarrassed!)


Thanks for the response Stan!. These three Prestige Classes seem to be great for NPCs who won't steal the limelight but can still get their jobs done. And, I think you could probably make a pretty good PC tank-type using the classes as well.


Caedwyr wrote:
Thanks for the response Stan!. These three Prestige Classes seem to be great for NPCs who won't steal the limelight but can still get their jobs done. And, I think you could probably make a pretty good PC tank-type using the classes as well.

I agree. Even considering working up a feat or trait so PCs could count as members of the group for teamwork purposes. Some sort of vigilance trainee or something.


Reviewed here and sent to GMS magazine.

Taldor

1 person marked this as a favorite.
Pathfinder Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Cards, Companion, Modules, Pawns, Roleplaying Game Subscriber
Endzeitgeist wrote:
Reviewed here and sent to GMS magazine.

This is going to sound weird, but thank you for being honest - if everything you review is 4-5 stars I start to ignore you. I wish everything was 3 stars with a few 2's and 4's so that 4 & 5 would be more meaningful...

Anyway, the details of the review are more impactfull than the stars since I appreciate a glimpse into what I am getting.

(PS: I already own this product and while it's not my cup of tea, I do not regret the purchase, I'm kind of a SGG stalker-fan)


Pathfinder Adventure Path Charter Subscriber
DitheringFool wrote:
I'm kind of a SGG stalker-fan

And I'm a DitheringFool stalker. As such, I've quite learned to appreciate SGG over your shoulder and I'm considering diversifying my stalker time to cover both of you equally. I hope you don't mind. It's not that I'm not still into you...

Paizo Employee Modules Overlord

1 person marked this as a favorite.

Is it weird that the stalker comments are getting more of my attention than the largely negative review?

In any case, thanks for taking the time and giving some feedback, End. We do appreciate it. :)


1 person marked this as a favorite.
DitheringFool wrote:
This is going to sound weird, but thank you for being honest - if everything you review is 4-5 stars I start to ignore you. I wish everything was 3 stars with a few 2's and 4's so that 4 & 5 would be more meaningful...

Well, I try to write my reviews so that only pdfs who really rock, who are almost perfect and have an additional innovation to boot, get 5 stars. If I like a pdf and see no problems, rules-or fluff-wise, I usually rate a product 4 stars. If I see some problems, I rate it 3. If I see major problems, but some saving graces, I go for 2. If I see a train-wreck, I go for 1. And if I see one of the worst products ever, I get scathing. This one is not abysmal, but I still hated the fact that I bought this.

It's good to see that some people follow my reviews, btw. I've tried to write honest reviews as long as I've been doing this and frankly, while I enjoy good reviews where they are due, I consider it part of my responsibility to warn of products that don't offer the quality I'm looking for.

Qwen K C Stephens wrote:
In any case, thanks for taking the time and giving some feedback, End. We do appreciate it. :)
Thanks for being professional and rest assured, I love most of your stuff and some reviews of other products will be (deservedly so) more positive.

Cheers,

EZG

Qadira RPG Superstar 2010 Top 16, Contributor

It's worth mentioning that Stan! posted some comments above indicating the fix for the missing skills. You might want to point out the fact in your review so people can find the info. Particularly if you are posting the review on another site.


The Warding Eye class has some disagreement between the table and the text. From Endzeitgeist's review

Quote:
The Warding Eyes get d8, 4+Int skills, medium BAB and medium will save and up to a plus 4 bonus to the limited SR she gets and her saves. I could not discern from the table and the text, though, whether this bonus does or does not apply to the Warding Eye’s SR: The text says the SR is 5+level+ Wis-bonus, while the table clearly has this additional bonus, too.

Would it be possible to get some clarification on how the Spell Resistance and Saving throw bonuses are supposed to work.


Also, the Warding Eye lists the Protection from Evil ability in their class table, but does not mention the ability in the follow ability description section. Should this be in the table or should it be removed?

Paizo Employee Modules Overlord

Caedwyr wrote:
Also, the Warding Eye lists the Protection from Evil ability in their class table, but does not mention the ability in the follow ability description section. Should this be in the table or should it be removed?

I'll see if we can get clarification from Stan!, though it's worth noting he's a full-time worker for Another Game Company, so he may not have time to come back and look at this project particularly soon.

If we don't get an answer from him in a week or so, I'll take a stab at a formal answer. :)

Contributor

Caedwyr wrote:
Would it be possible to get some clarification on how the Spell Resistance and Saving throw bonuses are supposed to work.

Sweet petunia! How did I not ever notice that before?!? That column on the table is COMPLETELY wrong. Ignore it and go by what it says in the class ability description.

Quote:
Also, the Warding Eye lists the Protection from Evil ability in their class table, but does not mention the ability in the follow ability description section. Should this be in the table or should it be removed?

Hmmm ... it's been too long since I wrote this for me to be sure what my original intention was (and checking back into my original file, I had the EXACT SAME mistake). I'd say keep the Protection From Evil in the table and add use the following descriptor.

Protection from Evil (Sp): Beginning at 5th level. a warding eye is able to protect himself against attacks by evil creatures, mind control, and summoned creatures once per day. This functions exactly as the protection from evil spell. At 8th level the warding eye can use this ability two times per day, and at 10th level this increases to three times per day.


Thanks for the quick response.


Incidentally, I found one more issue. The Armored Spellcasting ability is listed as -5% for at 5th level. However, the text says the following

Quote:
At 7th level, a warding eye learns how to reduce the penalty caused by wearing armor. He treats the arcane spell failure chance of any armor he wears as if it were 5% lower than normal. At 8th level, he treats the arcane spell failure chance as if were 10% lower. This applies to any arcane spell the warding eye casts, regardless of what class the spell comes form.

I'm guessing the table is right and that should say "At 5th level, a warding eye learns how to reduce the ...."

Contributor

Caedwyr wrote:

Incidentally, I found one more issue. The Armored Spellcasting ability is listed as -5% for at 5th level. However, the text says the following

Quote:
At 7th level, a warding eye learns how to reduce the penalty caused by wearing armor. He treats the arcane spell failure chance of any armor he wears as if it were 5% lower than normal. At 8th level, he treats the arcane spell failure chance as if were 10% lower. This applies to any arcane spell the warding eye casts, regardless of what class the spell comes form.

I'm guessing the table is right and that should say "At 5th level, a warding eye learns how to reduce the ...."

Yes. In this case, the table is right and the text is wrong.

Man, now I'm really EMBARRASSED! This book CLEARLY needed another proofreading before it got sent out into the world. My apologies to EVERYONE!

Still, having spent some time reading over it this weekend, I'm still quite happy with the underlying concepts and mechanics. So, I've got THAT going for me.

;^)


Yeah, these three Prestige classes had an abnormally high number of errata issues. Fortunately, its an abnormality that hasn't come up very often in SGG material.


Although the review isn't out of line, I too am a big fan of this one. Not something I'd grab as a player - but very worthwhile stuff for NPCs in my mind. Great concept that I would love to see follow up for. Though of course, I can always settle for writing up my own.

Any updates or corrections made to it, by the way?

Contributor

Lareg,

Thanks for the note. I agree with you that the Order would probably find more use by GMs, but when I was writing it I was also thinking about groups of players who like to have strong connections between their characters. Having multiple PCs join the group would provide for a whole lot of mutual support at the table. Being the only person in a gaming group who joined the Order would be somewhat of a disappointment ... unless the GM made the group an integral part of the campaign setting.

Anyway, so far, we haven't made any corrections or updates to the file. As Owen noted earlier, for most of 2012 I was working full time at Wizards of the Coast, and that pretty much ate up all my available time.

Now that I'm back in the freelance pool and have my hands deeper into more Super Genius projects, I should make time for executing the updates we were discussing back in February.

Thanks for the reminder!

I'll try to get to that over the holidays or early in the new year ... and once I do, we'll mark the product as being "Updated."

Happy holidays!

-- Stan!


I'll be using this product in a game I'm running, so I'll see shortly what others think. Basically, I have an outpost of sorts where some of the Order are stationed / training. We'll have to wait and see if any of the characters are interested in what the Order has to offer.


Looks like an interesting class. I'll see about adding it to my campaign, but there is one question I'd like to field to those here (especially the designer if (s)he happens to stop by this thread.)

Does anybody else find the daily restriction on Harm's Way confusing? It gives a limited number of times per day (which really wouldn't make sense for such a simple physical maneuver) and goes on to grant multiple charges faster than multiple uses.

I believe (and intend to run as such) that the idea here is that the limited number of times per day is the number of times a change his charge, but I'm not certain based on the wording.

With all the limitations already at play (needing to be adjacent to the charge to intervene, taking the damage/effects in place of the charge if the attack succeeds, etc) I just can't see using this class without unlimited uses of Harm's Way.

EDIT: especially when one considers how difficult it is to get into the Daunting Shield prestige class to begin with :P

Contributor

You are correct that the limitation is the number of times per day that the Dauntless Shield can select a new charge. Once that is in effect, there is a limit to once per round that the Dauntless Shield can put him/herself in harm's way ... but (s)he can give that protection to an appropriate charge every round for the whole of the day, if (s)he can take the damage.

So at 1st level, a Dauntless Shield can choose one charge per day, and then use Harm's Way to protect that charge (or any other member of the Order of Vigilance, who always count as charges) as many times as the Dauntless Shield is able.

At 5th level, the Dauntless Shield can switch charges once per day. At 10th level, the Dauntless Shield can switch charges twice per day.

In other words, the way you intend to run it IS the way the ability is intended to work. Sorry for any confusion.

-- Stan!


Thanks for the clarification! You might want to clean up the wording in future printings/pdfs if possible.

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