Pathfinder Roleplaying Game: Ultimate Intrigue (PFRPG)

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Pathfinder Roleplaying Game: Ultimate Intrigue (PFRPG)
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Words Cut Deep

In the right setting, a single scathing word can prove deadlier than a poisoned dagger. Behind the scenes of heroic battles and magical realms lies a seething underbelly of danger and deception. This world of intrigue holds endless possibilities for adventure, as heroes duel with words instead of steel, plot daring heists, and engage in battles of wills against relentless nemeses. A high-stakes game of shadows and secrets is yours to master—if you have the wits!

Whether the heroes are taming the blood-soaked back alleys of their favorite metropolis or jockeying for the queen's favor alongside highborn nobles, Pathfinder RPG Ultimate Intrigue is an invaluable companion to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.

Pathfinder RPG Ultimate Intrigue includes:

  • The vigilante, a new character class that lives two lives—that of an unassuming member of the community, and a cloaked crusader with his own agenda!
  • New archetypes for alchemists, bards, druids, hunters, inquisitors, investigators, mesmerists, rangers, rogues, slayers, spiritualists, and more!
  • New feats and magic items for characters of all sorts, granting mastery of street-smart combat, impenetrable disguises, and misdirection.
  • Dozens of spells to manipulate tense social settings, whether to reveal adversaries' secrets or hide the truth.
  • A complete system of influence, providing new goals and rewards to challenge players and link their fortunes to nonplayer characters and organizations.
  • Systems and advice to help Game Masters introduce a variety of new encounters into their games­—daring heists, extended pursuits, and tense searches for buried secrets.
  • Rules for social combat and verbal duels, allowing characters to use words as weapons to sway hearts and humiliate foes.
  • ... and much, much more!

ISBN-13: 978-1-60125-826-7

Other Resources: This product is also available on the following platforms:

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Fantasy Grounds Virtual Tabletop
Archives of Nethys

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A Must-Have for Heavy RP Games

5/5

Okay, let's get into Ultimate Intrigue! As the title implies, the purpose of this book is to help flesh out more subtle elements of the game: things like spreading rumors, rallying a crowd, stealing secrets, and other classic cloak-and-dagger stuff. I've used bits and pieces of it in previous campaigns, but read through it carefully (and incorporated a fair bit of it) for my current Curse of the Crimson Throne campaign, as that adventure path is designed around urban political strife. Boiled down to brass tacks, the book is a 256 page hardcover comprised of six chapters. The full-colour artwork is very strong throughout, and the cover is great (though Merisiel's legs are like three times longer than her torso!). There's a very short two-page introduction that summarises each chapter--which is what I'm going to do anyway.

Chapter 1 is "Classes" (60 pages). The big deal here is a new base case, the Vigilante. The concept is that the character has both a normal (social) identity and a masked identity, with certain class options only working while in the associated guise. There are also several safeguards to help keep anyone from figuring out that Bruce Wayne is really Batman. I have a Vigilante character in Pathfinder Society, and one of my players runs one in Curse of the Crimson Throne. I think the class is perfect for an urban campaign mostly set in a single city (especially with lots room for intrigue), but it doesn't work as well with the more traditional "travelling adventuring party" campaign. It's a bit too obvious when five newcomers arrive in town, only for one of them to "disappear" and a new costumed avenger show up. I know there are also some gamers who dislike what can seem like the awkward introduction of comic book super heroes into their fantasy role-playing. For me, I think the concept works well--though as I said, only in particular types of campaigns.

A large chunk of the chapter is devoted to new archetypes for other classes. More specifically, alchemists, bards, cavaliers, druids, inquisitors, investigators, mesmerists, rangers, rogues, skalds, spiritualists, swashbucklers, and vigilantes get some love. Frankly, a lot of the archetypes are fairly forgettable, but there are exceptions--for example, a Daring General Cavalier would be great in military campaigns, the Dandy Ranger could be really useful in an urban campaign, and a couple of the vigilante archetypes are perfect if you want to play the Hulk or Spider-Man. Although the rogue archetypes aren't very good, there are several excellent rogue talents that focus on making the character harder to track through divination, etc. It's worth nothing that this book came out during the period when the hardcover line was still setting-neutral, so there won't be any Golarion-specific flavour with the archetypes (for better or worse depending on your preferences).

Chapter 2 is "Feats" (24 pages). There's something like 110 new feats in the chapter, and probably something for everyone. Given the book's theme, many of the feats are related to sneaking around, hiding and disguising spells, stealing stuff, making plans, figuring out when you're being to lied to, etc. A few that I particularly like include Brilliant Planner (giving you the chance to have just what you need just when you need it), Call Truce (giving a slim chance to actually end combat peacefully when its underway), and Drunkard's Recovery (silly but fun). A couple of important feats are Conceal Spell (which hides the pesky manifestations that spells create in Pathfinder) and Fencing Grace (adding Dex to damage with rapiers, a favourite of swashbucklers everywhere). Overall, I thought the options presented were well-written and plausible in terms of desirability.

Chapter 3 is "Mastering Intrigue" (68 pages). This is probably the most important chapter in the book for GMs. It offers tons of useful advice, as well as clarification on some tricky game mechanics, to help run intrigue-based games. The pages about how common magic spells can be handled while still preserving mysteries, secrets, and misdirection is pure gold. The chapter also introduces seven new rules sub-systems, any or all of which can be incorporated into a campaign to flesh out certain aspects of gameplay. "Influence" is a sub-system that deepens the process of persuading a person or organisation to support you. Instead of a simple single Dipomacy check, PCs need to make certain skill checks to learn a person's interests and weaknesses, and then other skill checks to take advantage of what they've learned. The process operates through multiple phases of tracked successes and failures, and can be tied to mechanical favours and benefits. It's become a very popular facet of many Pathfinder Society scenarios, and I think it's a pretty clever way to handle things--though it can be a bit clunky at first. "Heists" is a sub-system that contains some excellent advice to GMs on how to structure things so players don't obsess over unimportant trivia and are willing to violate that old canard of "don't split the party." "Infiltration" contains some quick advice, but that's about it. "Leadership" deepens the feat of the same name, adding lots of rules for interacting with other sub-systems both in this book and in Ultimate Campaign. I'm personally still not persuaded that the Leadership feat chain is a good inclusion to the game. "Nemeses" is all about adding a recurring villain; I think it's trying to systematise something that could be handled just fine without it. Though there are some fun suggestions on evil plots to foil. "Pursuit" is a little like the Chase sub-system from the GameMastery Guide but stretched out over hours and days cross-country instead of in minutes through alleyways. I could imagine using it. "Research" is probably my favourite of the sub-systems, and one I've used in multiple campaigns. In essence, it gives the PCs a reason to use things like libraries and archives by giving them bonuses to their Knowledge checks, but then makes gaining different thresholds of information the result of multiple successful checks. Overall, a great chapter--I wish the Influence and Research sub-systems had been in the Core Rulebook, because they really add a lot to the non-combat aspects of the game.

Chapter 4 is "Social Combat" (25 pages). The idea here is to present GMs with options on how to handle social conflicts--things like debates, trials, cutting repartee, etc. There's also a "verbal duels" sub-system. I'm just not sure about it--it's something I'd have to see in practice. However, a really useful part of the chapter is advice to the GM on how to handle the various social skills in the game--Bluff, Diplomacy, Intimidate, and Sense Motive--as well as the intrigue skills like Disguise, Perception, and Stealth. The advice here is excellent, and I just stopped in the middle of this review to reread it.

Chapter 5 is "Spells" (40 pages). You can judge from the length of the chapter that there's a ton of new spells, and every spellcasting class will find something. One of the fun things the chapter introduces is a new "ruse" descriptor for spells, which means the spell is easily mistaken for another even by observers trained in Spellcraft or Knowledge (arcana). It's a good way to mislead folks who have played way too much Pathfinder. There are some really clever spells in this section, with a couple of my favourites including false resurrection (instead of bringing back a soul, you stuff a demon into the body!) and the hilarious shamefully overdressed.

Chapter 6 is "Gear and Magic Items" (22 pages). There are some new mundane pieces of equipment (weapons like the cool wrist dart launcher, alchemical items, etc.) but most of the chapter is new magic items with an intrigue theme. The one that really stuck out at me was the launcher of distraction, which is perfect for assassination attempts because it makes it seem like the attack is coming from somewhere else.

Overall, I think Ultimate Intrigue is an excellent book. It's pretty much a must-have in my opinion for any campaign that's going to involve a lot of role-playing or that moves beyond traditional dungeon crawling and wilderness encounters. Even readers not involved in "intrigue campaigns" per se are sure to find plenty of material they can use.


1/5

Don't get me wrong I love Paizo books, I love their work, and I'm proud to own almost all of their publications.

However, Ultimate Intrigue is the one book I regret buying. It's even more than that, it's the one book i regret they ever published.

We need rules and systems, ok. We need a magic system because magic isn't a real thing. We need a combat system otherwise playing with your grilfriend become home abuse. But we don't need a social system because it's a ROLEPLAYING game. Either you want intrigue heavy campaign and you roleplay them, or you want to dungeon crawl or investigate (that's fine too) and you don't play intrigues. You can even do both and it's great.

Aside from that massive problem, the book suffers from "a turn normal actions into feats/class ability" syndrome. I can't count the number of time where players made me fighters to wizards or rogues with a dual identity. We didn't need the Vigilante, and still don't. And I loved when wizard use to get clever and ask for linguistics/bluff roll to blend a spell into a phrase. Now you need a feat for it. Thanks, Ultimate Intrigue. If that was not enough, some of these nonsense feat are built in feat tax chains.

But the one thing I hate the most about this book is the stupid FAQ it bestowed upon us to promote itself (https://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9tza). That makes a whole school of magic (illusion) utterly useless, and destroys a lot of others (enchantment).

Now I know I can just refuse to use it. But i use to love pathfinder for the clarity and perfect sense with out need to houserule much.

Now it's gone.


I'm tired of paizo trying to stuff this book down our face

1/5

If I was playing a home campaign this book might be more fitting,

For society play this verbal debate and other ideas for this book really bog down the game play. I like social aspect of games and role playing but as I said society play it slows the game way down to try and get people up to snuff on the mechanics


An amazing new class in a hit and miss supplement

4/5

So, Ultimate Intrigue took a long time for me to come to a complete opinion on.

The Vigilante class introduced in this book is, in my opinion, easily the best non-spellcasting class Paizo has ever created. It breaks up its social options and combat options in such a way that you have a great character able to participate in all areas of the game without having to choose whether you want to be competent in combat or in the myriad other facets of the game like exploration, social encounters, etc. It has deep and well-designed talents that allow you to pick any of a variety of different ways to participate in combat, with or without weapons, and numerous tools for allowing players to influence the story with safe houses, contacts, and more.

At PAX Prime 2016 I had the opportunity to visit Paizo's Pathfinder demo area and play their pregenerated vigilante character. I honestly didn't expect it to go terribly well; after all, the vigilante is a class built around balancing two identities and moving between different social strata, so you'd think that this would require a more controlled environment where you know the other players in advance and have time to plan out how your character fits into the game world with your GM ahead of time, right? Turns out, I was wrong. The vigilante class is well-crafted enough that even while playing a 1st level pregen I was able to easily deal with situations in and out of combat, and it took me about 60 seconds of conversation to establish with the group that I had a secret identity they were privy to and might need them to cover for my character from time to time if he needed to swap identities. It didn't hurt matters that the only downside to anyone learning a vigilante's secret identity is that, well, they know his or her secret identity. You can go all Tony Stark if you want, announce that you are Iron Man, and carry on as normal. Very few of the vigilante's abilities actually require you to maintain truly secret identities, and the only real hit you take is that you're a bit easier to find by magical means (though even this can be addressed with clever use of the Safe House Social Talent).

The book also elaborates on the intent behind numerous spells that often prove problematic for GMs in games where they want to have a focus on gritty investigation of mystery, such as the various detect spells, speak with dead, etc.

I think my biggest disappointments with the book, and the reason I can't give it 5 stars, lie in the feats and archetypes. I'll start with the feats, and a bit about why I see most of them as representative of missed opportunities.

To start with, Pathfinder's skill system is heavily dated. When Paizo brought it over from 3.5, they combined a few extraneous skills, but otherwise did little to update things, meaning the core area of the rules covering everything in the game that isn't casting spells or hitting things is now well over a decade old and out of date. Several skills don't even actually work, or work well, as written, have interactions you're just supposed to kind of assume or make up (Ride and Handle Animal are a mess, Stealth requires one to check out FAQs and blog posts online to use as intended, Bluff and Diplomacy have more than a few vague areas and inconsistencies, etc.), so what better book to address, update, and expand these core components of the game than a book about playing skill and intrigue heavy campaigns? Unfortunately, Paizo chose not to go that route, instead relying on feats to stretch skills over their gaps and issues, leading to many of the feats in the this book providing skill uses that I've seen GMs at hundreds of tables houserule as basic functions of those skills to begin with. Instead of formalizing intuitive uses of existing skills into their basic function, they added a feat tax to allow characters to do things many people already thought they could do. While there is a section in the book going over several of the vague areas in a few key skills, these are primarily common sense clarifications instead of the full address the skills could have used.

The archetypes, like many Paizo hardcovers, are all over the place. Some of them are interesting and dynamic, like the Masked Performer bard archetype, some show an attempt at embodying a cool and modern concept but fail to achieve that concept in the actual execution, like the Magical Child vigilante archetype, and some are just plain bad, so obviously terribly designed that you almost wonder if the person who wrote them has ever actually played Pathfinder, like the Brute vigilante archetype.

Now, don't let the above wall of negativity mislead you; there is a lot of great stuff in this book, including perhaps the most inspired and well-crafted class Paizo has ever produced, a class that introduces really interesting design concepts, plays with components of the class chassis we haven't seen classes treat as quite so malleable before, and is a genuinely fun and interesting class to play in and of itself. Despite many of the feats ranging from useless to frustrating, there are still quite a few that are interesting and viable, and while the archetypes are very hit or miss, that's generally true of Paizo books in general and probably shouldn't be held against this one in particular.

My final verdict on Ultimate Intrigue is 4 stars, and a strong recommendation to pick it up, if for no other reason than to add the Vigilante class to your game (though there definitely are other reasons to add this book to your collection).


Pathfinder presents Batman!

4/5

No seriously. The vigilante class is freaking batman. Look at the art for chapter one and for the character. HE'S BATMAN. Of course they also have archetypes if you want to make Hulk, Sailor Moon, even He-Man. With the archetypes from other books the list goes on.
My favorite part, and I cannot wait to test this properly in a game, is the social combat. It works a lot like playing craps or roulette. You get a pool of Determination points which you use to place a bet then you roll off with your social skills check! Seriously it sounds like lots of fun!


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Really looking forward to this one. :)


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Nice cover art.


Could that masked character with Merisiel be the Red Raven?


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Cthulhudrew wrote:
Could that masked character with Merisiel be the Red Raven?

Actually that guy I believe is the new Vigilante Iconic.

Shadow Lodge

1 person marked this as a favorite.
zergtitan wrote:
Cthulhudrew wrote:
Could that masked character with Merisiel be the Red Raven?
Actually that guy I believe is the new Vigilante Iconic.

I think he means has the Red Raven become the new vigilante iconic? It's not too far fetched and if it's an update I could see the visual update.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

The new guy looks awesome!

Liberty's Edge

2 people marked this as a favorite.

My thoughts on the cover art-Dynamic Entry perpetrated by something along the lines of "Sorry about the mess, but the Skull of Venca belongs in a museum, not in your grubby hands, DON ZUAN!!.*guards come in to stop them, a fight ensues, and the heroes triumph* gentle men and ladies I bid you a good evening and goodbye."

Liberty's Edge

doc the grey wrote:
zergtitan wrote:
Cthulhudrew wrote:
Could that masked character with Merisiel be the Red Raven?
Actually that guy I believe is the new Vigilante Iconic.
I think he means has the Red Raven become the new vigilante iconic? It's not too far fetched and if it's an update I could see the visual update.

Or it Could be the crimson Cowl, The scarlet rook, or even The Bloody Magpie. Who knows what face lies behind that dashing disguise... I Have no clue but i believe it is a man.

Also i love that the pair appear to be crashing into the shortest, most evil looking man at the masked ball..or at least Merisiel is.


That sword would not fit in that sheath.

edit:

Quote:
link their fortunes to nonplayer characters and organizations

This interests me greatly.


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Who is the masked avenger? stay tuned next week to find out.


Dragon78 wrote:
Who is the masked avenger? stay tuned next week to find out.

But the book isn't available until April! Oh the humanity!

Scarab Sages Contributor

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Is that a ferret wearing a masque in the upper-left corner?

No, seriously, if I'm seeing right, this is my new favorite hardcover-cover.


Wow. The new iconic fits the look for my Crimson Falcon PFS vigilante perfectly!


I believe the masked hero with Merisiel is Blackjack, the Zorro-like vigilante-type character introduced in Curse of the Crimson Throne.

Silver Crusade Contributor

Doubtful. There's too much red in that outfit for Blackjack. Compare to Edge of Anarchy, page 57.

It's almost certainly the new iconic.


1 person marked this as a favorite.

Consider me intrigued.


doc the grey wrote:
I think he means has the Red Raven become the new vigilante iconic? It's not too far fetched and if it's an update I could see the visual update.

That is indeed what I meant. Why invent a brand new iconic (with similar guise) when you've already got an established one you could use to showcase the vigilante class?

EDIT: Plus, tattered red cloak.


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Wait, there is a masked ferret(or some kind of animal) on the balcony. Thanks for pointing that out UllarWarlord.


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Pathfinder Starfinder Roleplaying Game Subscriber

Speaking of the ferret, I hope that the warlock talent for getting a familiar with a secret identity from the playtest is now available for the base vigilante, or at least an option to give an existing familiar or animal companion a secret identity. Spunky animal sidekicks are definitely fun.

Edit: Hmm, I wonder if there's a way to get a pseudo-Leadership feat, or a talent or base ability that interacts with Leadership, to snag a vigilante Robin to your Batman. Looking forward to this...

Liberty's Edge

guess which one might be the host of the party on the cover. my best guess is the one that seems to be going "NO. Not my priceless wooden adornments and furnishings!!!" as the heroes come crashing in from on high to ruin the day of the unfortunate about to become a landing platform for the dynamic duo (Who I Will henceforth think of as THE GREAT DON ZUAN).

Contributor

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Nah, it isn't a ferret. If you zoom in, it's the outline of a woman, seemingly with her hand up to her mouth as she gasps.

Liberty's Edge

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Luthorne wrote:

Speaking of the ferret, I hope that the warlock talent for getting a familiar with a secret identity from the playtest is now available for the base vigilante, or at least an option to give an existing familiar or animal companion a secret identity. Spunky animal sidekicks are definitely fun.

Edit: Hmm, I wonder if there's a way to get a pseudo-Leadership feat, or a talent or base ability that interacts with Leadership, to snag a vigilante Robin to your Batman. Looking forward to this...

Well there is Cohorts and Companions which adds some of those things. Though hopefully we don't have the robin curse of a good number getting axed off in horrendous ways, or surviving just long enough to get a bullet in the back of the head.

Contributor

9 people marked this as a favorite.
donato wrote:
Nah, it isn't a ferret. If you zoom in, it's the outline of a woman, seemingly with her hand up to her mouth as she gasps.

So, let's say that is a ferret in the image...

Behold! The Furred Avenger:

LORD FAR’RETT ENTRIIGO CR 2
XP 200
Awakened male ferret vigilante 1
N Tiny magical beast (augmented animal)
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +6
DEFENSE
AC 18, touch 15, flat-footed 15 (+2 armor, +3 Dex, +1 natural, +2 size)
hp 23 (4 HD; 2d8+2d10)
Fort +6, Ref +11, Will +4
OFFENSE
Speed 20 ft., climb 20 ft.
Melee mwk rapier +6 (1d2–4), bite +1 (1d3–4 plus attach)
Space 2-1/2 ft.; Reach 0 ft.
Special Attacks hidden strike
STATISTICS
Str 3, Dex 16, Con 10, Int 15, Wis 12, Cha 8
Base Atk +3; CMB +4; CMD 14 (18 vs. trip)
Feats Weapon Finesse, Skill Focus (Disguise)
Skills Acrobatics +18, Bluff +4, Climb +9, Diplomacy +4, Disguise +7, Escape Artist +8, Knowledge (nobility) +7, Perception +6, Stealth +15; Racial Modifiers +4 Stealth, +8 Acrobatics
SQ dual identity (Furred Avenger; NG), seamless guise, social talent (social grace [Disguise]), vigilante specialization (stalker)
Gear +1 leather armor, mwk rapier, cloak of resistance +1
SPECIAL ABILITIES
Attach (Ex) When Far’rett hits with a bite attack, he automatically grapples his foe, inflicting automatic bite damage each round.

Korvosan nobles have a habit of overstepping their boundaries. When a noble family began encroaching on the woods outside of the city, the druid Miraneth chose to confront them. With his ferret companion in tow, he took on the noble family. What began as simple sabotage and guerrilla tactics, soon spiraled out of control. The nobles learned of the druid's work and hired a pair of mercenaries to capture him and burn down the woods, finally clearing the land for a new mansion. As he was taken in the night, Miraneth's cries to Shelyn echoed through the trees, overwhelming the ferret's senses as it ran away. Moments later, the Eternal Rose's blessing came down on the ferret, filling him with the spark of intelligence and creativity. The animal awoke to understand why he was blessed: it was up to him to rescue Miraneth and stop the noble plot. With his new skills, he took on the role of Lord Far'rett Entriigo, curious noble from a distant land. When not engaged in the noble courts, Far'rett dons the guise of the Furred Avenger defender of the weak and champion of nature.

Dark Archive

That new Iconic is very ugly.
Looks like a poor man's Batman.
And what's up with the super-long head?

Really bad costume design.
Not excited.


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.....ya...to super-hero looking. It's like a medieval Deadpool....


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Marco Massoudi wrote:

That new Iconic is very ugly.

Looks like a poor man's Batman.
And what's up with the super-long head?

Really bad costume design.
Not excited.

Maybe he's the Iconic Ultimate Intrigue deserves, but not the one it needs?

Liberty's Edge

nighttree wrote:
.....ya...to super-hero looking. It's like a medieval Deadpool....

I think its meant to be a blend of 2 styles, the piccareque heroes like zorro, the scarlet pimpernel or to pull from the court jester, the black fox, and the cowled and caped heroes of popular culture. Its unfortunate that people complain about something being too super hero looking. If you were to probably play a vigilante EXACTLY like a super hero from the comics, you probably are going to die in record time (even the batman clones).

Liberty's Edge

Marco Massoudi wrote:

That new Iconic is very ugly.

Looks like a poor man's Batman.
And what's up with the super-long head?

Really bad costume design.
Not excited.

1. It probably is. Vigilantes probably don't start off with a lot of money for gear, so they are not going to have much more than some leather armour, a fancy dagger, some climbing gear, and a handful of extra items or weapons, and the hooded read cloak. Batman he is not. Batman has a mechanised grappling hook and billions of dollars worth of equipment for one.

2.the Vigilante is being depicted from an angle, and a low angle at that, so some of the proportions visable are distorted as such.

3.The Mask is shaped, but not quite completely form fitting, so some of the features are still not going to be 100% of the head. He could even be wearing a mask under the cowl for all we know.

Its still your opinion if you like it or not. You don't have to play as him. When you get the book, you can play as whatever you like.

Dark Archive

Look again at the release date. Looks like we'll be having this a bit earlier!


*blink*


I like the cover - very light colour pallette with some great expressions on the partygoers/masque revellers faces as this event becomes truly masked... Loving the dynamic duo's actions lines. Nice work Wayne.

Looking forward to the book as well... ;)


I wonder if they went ahead with the idea of the Amateur Vigilante feat....


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

I could not imagine that vigilante with any voice other then the Christopher Nolan Batman voice.

Dark Archive

zergtitan wrote:
I could not imagine that vigilante with any voice other then the Christopher Nolan Batman voice.

Now that you say it, i hear it too:

"I am Redman!" ;-)

Dark Archive

An iconic hero should look interesting and cool. So far everyone of them did.
To me this one (if it really is the iconic Vigilante) does not.
The knee pads and helmet/mask are way to bulky to be part of a costume/armor that can be changed quickly without magical help like a bag of tricks.
Also the "self-made" look of the headpiece due to the stitches in the middle doesn't do itself a favor.
When i think of iconic masked Pathfinder figures a "Red Mantis Assassin" or "Hellknight" or even the iconic half-orc "Assassin" come to mind immediately.
All of them are a better design.
Nothing about this guy on the cover is iconic. Not the color scheme, not the weapons or any part of his outfit.
Merisiel looks way better.
Why not use the "Master Spy" prestige class on the cover?


Pathfinder Rulebook Subscriber

Maybe wait until we know more before getting too negative?
Also, I hear his voice as more Adam West batman...

The Exchange

nothing to be negative about here. It looks fine and is viewed from an odd angle.

Dark Archive

shadram wrote:

Maybe wait until we know more before getting too negative?

Also, I hear his voice as more Adam West batman...

The mask looks a lot like Adam West's Batman. ;-)

I'm not saying the Vigilante is a bad class, just that i don't like the cover image of the guy in red.

Contributor

Whereas I here that fiercest of vigilante battlecries, "SPOON!"

I dig the cover.

Liberty's Edge

1 person marked this as a favorite.
Marco Massoudi wrote:

An iconic hero should look interesting and cool. So far everyone of them did.

To me this one (if it really is the iconic Vigilante) does not.
The knee pads and helmet/mask are way to bulky to be part of a costume/armor that can be changed quickly without magical help like a bag of tricks.
Also the "self-made" look of the headpiece due to the stitches in the middle doesn't do itself a favor.
When i think of iconic masked Pathfinder figures a "Red Mantis Assassin" or "Hellknight" or even the iconic half-orc "Assassin" come to mind immediately.
All of them are a better design.
Nothing about this guy on the cover is iconic. Not the color scheme, not the weapons or any part of his outfit.
Merisiel looks way better.
Why not use the "Master Spy" prestige class on the cover?

Okay for starters, think about how you remove knee pads. These you probably undo with a set of straps or ties. fairly simple. The Vambraces probably come off in much the same way. the cloak has a easy to remove design. Now the rest probably come off fairly simply. remove mask, top half and bottom half(after undoing the belt first) and you should probably be in at most a simple undershirt and underwear. Also where are you going to change as a vigilante? Probably in a safe spot, where you probably had prepared ahead of time some spare clothes or an outfit to hide in.

Also if they simply used the master spy design, it would be partially redundant and confusing, like "Why is there the master spy on my ultimate intrigue book? I can understand that it sort of relates to intrigue with being a spy and all, but where is my iconic character?" Every player had at least some of the iconics (or races) contained within doing their thing(or in the case of the bestiary books, the monsters contained within). Its a sort of cover coding for what sort of things are in the book so people can tell from a glance if they would like to get it to add to their collection. If i saw only monsters from bestiary 1 on the cover of my bestiary 5 book, i wouldn't probably get it unless i already knew what was in it.

And "the nothing about this guys outfit is iconic?", Answer me this. IN WHAT PATHFINDER BOOKS HAVE YOU SEEN THIS SORT OF PERSON BEFORE? NOT MANY I CAN TELL YOU THAT. Even if you personally hate the look of the character, YOU DO REMEMBER SOMETHING LIKE THAT. You remember who they are. And just to clarify, i don't care for the design of the cavalier iconic, the Warpriest iconic, or the Wizard Iconic. Do I HAVE to play as them specifically. ABSOLUTELY NOT. Will I Play A Wizard, Cavalier or Warpriest...maybe i will, maybe i won't. I certainly won't play as the Antipaladin Iconic(I just don't like his design), Though I would play as an Insinuator Antipaladin of my own development(Gwendolyn Thistleton was my choice of name).

There is NOTHING stopping you from not playing the Iconic Vigilante. If you don't like the character, don't play as them. You can play who ever you want. Its your choice. But please don't make the thread discussion all about how you don't like the look of the character on the cover. Taste is subjective, and a good number of the iconics are not very interesting to me.


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Okay......

Everyone lets not get in an argument about art. After all beauty is in the eyes of the beholder and everyone is a critic. Some iconics a we'll like the look of and others we won't is just a part of the art world.

My own opinion is that the long eyebrow Gnome and huge pupil eyed elves are disagreeable to me, but others like the alien look to those characters and I just leave it be myself.

In terms of the appearance there are a couple of details we ALL need to examine before we start snapping at each other,

1. We haven't seen the character backstory yet as the iconic could have a social persona of a local backer thus making adventuring gear costs cheap.

2.we haven't gotten the official iconic solo image yet which will allow us to see more details of the iconic.

So let's leave this thread to the upcoming book and hold the character bickering (critique/support) till the official iconic reveal blog.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

So back on topic, did the release date just get moved up a month!? So excited for this one!

Contributor

zergtitan wrote:
So back on topic, did the release date just get moved up a month!? So excited for this one!

I must admit that I don't know what the release date was before, but the entry for the book under my "My Subscriptions" tab says it will ship in early March.

Liberty's Edge

zergtitan wrote:
So back on topic, did the release date just get moved up a month!? So excited for this one!

I noticed as well. And I cannot wait to don the armoured Motley Attire of the Chaotic Champion of Comedy, HALIQUEEN, Member of the FORTUNATE FOOLS.


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zergtitan wrote:
After all beauty is in the eyes of the beholder

Don't you know Beholders are still held enthralled by those dastardly wizards that live on the coast? ;)


I'll save you, but I'm gonna totally rub it in your face later.

Liberty's Edge

John Kretzer wrote:
zergtitan wrote:
After all beauty is in the eyes of the beholder
Don't you know Beholders are still held enthralled by those dastardly wizards that live on the coast? ;)

Also don't Beholders have multiple eyestalks that can cause all kinds of nasty things including disintegration. If Beauty is in the Eye of the Beholder, then Beauty=destruction and harm. If Beauty=destruction and harm, then that means Rovagas, Zon-kuthon, And Lahamashtu are gods of beauty. And if they are gods of Beauty, then Shelya isn't the goddess of beauty at all and if that is true...THEN WHAT MANNER OF HORRORS HAS THE FOOLS WORSHIPING HER BROUGHT INTO THE WORLD!!!!


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I love the cover!


So, is this the first time a iconic's finished artwork has been shown on the final cover of the book the class will be in?

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