Pathfinder Roleplaying Game: Ultimate Intrigue (PFRPG)

3.40/5 (based on 19 ratings)
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:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Rulebook Subscription.

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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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Other then the one cleric archetype, are there any archetypes that grant classes more skill points?

What are the kineticist powers like?

Designer

2 people marked this as a favorite.
Dragon78 wrote:

Other then the one cleric archetype, are there any archetypes that grant classes more skill points?

What are the kineticist powers like?

I can answer the first question without revealing more than I have already said: Yes.


Pathfinder Starfinder Roleplaying Game Subscriber
Dragon78 wrote:
Other then the one cleric archetype, are there any archetypes that grant classes more skill points?

They already said the druid archetype gets more skill points as well.


1 person marked this as a favorite.

*hands Mark Seifter a cookie*


Since Mark is being so helpful, or if anyone else knows, is there anything in it for the Kineticists?

Designer

4 people marked this as a favorite.
Yrtalien wrote:
Since Mark is being so helpful, or if anyone else knows, is there anything in it for the Kineticists?

I'm not going to reveal more info than we already have, but good news, this I can say: The following utility talents are in the book--earthmeld, flame trap, spying touchsight, greater voice of the wind, and greater watersense.


Mark Seifter wrote:
Yrtalien wrote:
Since Mark is being so helpful, or if anyone else knows, is there anything in it for the Kineticists?
I'm not going to reveal more info than we already have, but good news, this I can say: The following utility talents are in the book--earthmeld, flame trap, spying touchsight, greater voice of the wind, and greater watersense.

Thanks Mark!


So for subscribers, how nasty is the warlock?

Grand Lodge

3 people marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
London Duke wrote:

Skeld, you are normally pretty awesome with the spoilers.

Any chance you could fill me in on the Feyspeaker Druid and Dandy Ranger?

I'll let you know as soon as I get my PDF. :)

-Skeld


1 person marked this as a favorite.

Please do Skeld! I want to know more about the Spiritualist archetype(s).

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber

I don't think I'm allowed to share tidbits yet. :(


TriOmegaZero wrote:
I don't think I'm allowed to share tidbits yet. :(

You can't copy/paste the text, but you can give summaries/impressions and/or list the names of things!

Designer

4 people marked this as a favorite.
QuidEst wrote:
TriOmegaZero wrote:
I don't think I'm allowed to share tidbits yet. :(
You can't copy/paste the text, but you can give summaries/impressions and/or list the names of things!

TOZ has a VC copy, not a subscriber copy, so he's actually under NDA.

Shadow Lodge

4 people marked this as a favorite.

It's a real burden to bear. ;)


1 person marked this as a favorite.
Mark Seifter wrote:
QuidEst wrote:
TriOmegaZero wrote:
I don't think I'm allowed to share tidbits yet. :(
You can't copy/paste the text, but you can give summaries/impressions and/or list the names of things!
TOZ has a VC copy, not a subscriber copy, so he's actually under NDA.

Ah, gotcha. Well, fingers crossed for more shipping tomorrow!


I have so much anticipation burning in me. Why, oh why, must the 30th be 16 days from now? I'm about to start whining like a puppy from the anticipation.


What's a VC copy?


1 person marked this as a favorite.
Barachiel Shina wrote:
What's a VC copy?

Venture Captain copy, as in high-up in Pathfinder Society Organised Play stuff. VCs get new stuff early, I suppose as a measure to help them prepare for new things they'll have to deal with as adjudicators in organised play.

Liberty's Edge

1 person marked this as a favorite.
illyume wrote:
Barachiel Shina wrote:
What's a VC copy?
Venture Captain copy, as in high-up in Pathfinder Society Organised Play stuff. VCs get new stuff early, I suppose as a measure to help them prepare for new things they'll have to deal with as adjudicators in organised play.

Venture Captains are part of the team that decides what is legal in PFS as a whole, so they need their copies early so that the Additional Resources can be updated with a given book as soon after its release as possible.

Verdant Wheel

Its not that good to have a VC copy. You lose all the Zeitgeist about the book, you can't discuss anything with friends, and when the book is out,you are already studying the next book. Believe me, subscriber copy is the best deal.


I'll admit I am still not completly sold on the vigilante but the book has so much goodies in there that I doubt I can ignore it, and the vigilante may actually work for one of the concepts I had in mind...it also helps that that particular character was made for curse of the crimson throne so the weakness of being not in an urban setting is not an issue.


Pathfinder Starfinder Roleplaying Game Subscriber

I would also be curious to know what the new weapons are, just the names and categories (simple/martial/exotic), if someone wouldn't mind sharing. Though maybe I'll get lucky and be able to share these details later on today. I can dream, right...?


I meant to say other then the cleric and druid archetypes, are there any archetypes that increase skill points?

Dark Archive

1 person marked this as a favorite.
Pathfinder Roleplaying Game Charter Superscriber

I could post the table of contents, but that doesn't really do a good job of listing all of the fun bits inside. (Plus, I haven't had but 5 minutes to look over it myself!)

The index, however...

Spoiler:

adventuring gear 232–234
alchemical sapper (alchemist) 18
alchemical tools 234–237
alchemist archetypes 18–19
alchemist spell list 192
ancestral aspirant (occultist) 67–68
antipaladin spell list 192–193
armor, magic 237–238
bard archetypes 20–23
bard spell list 193–194
battle scion (skald) 48
black asp (monk) 67
bloodrager spell list 194
bluff 182–184
bold schemer (skald) 48–49
brute (vigilante) 54–55
cabalist (vigilante) 55–57
cardinal (cleric) 64
cavalier archetypes 24–25
cipher (investigator) 32–33
cleric spell list 194
cloaked wolf (inquisitor) 28
code runner (ranger) 40–41
consigliere (rogue) 44
conspirator (investigator) 33
courtly hunter (hunter) 64–65
courtly knight (cavalier) 24
crime inquisition (inquisitor) 28
dandy (ranger) 41
daring general (cavalier) 24–25
diplomacy 184–186
disguise 186
druid archetypes 26–27
druid spell list 194–195
dual identity (vigilante) 9–10
eidolon, fey (unchained summoner) 71
enigma (mesmerist) 36
eyebiter (mesmerist) 36–37
faith hunter (inquisitor) 28–29
feats 74–95
combat feats 74
critical feats 74
metamagic feats 74
penache feats 74
style feats 74
teamwork feats 74
fey caller (unchained summoner) 71
fey trickster (mesmerist) 37–38
feyspeaker (druid) 26
forensic physician (investigator) 33–34
frightening appearance (vigilante) 17
gear 232–237
adventuring gear 232–234
alchemical tools 234–237
weapons 232
gray paladin (paladin) 70
guiding blade (swashbuckler) 52
guild agent (rogue) 45
guildbreaker (ranger) 41–42
gunmaster (vigilante) 57
hallucinist (investigator) 34
heister (rogue) 45–46
heists 118–129
building a heist 118–122
example 126–127
infiltration 127–129
running a heist 122–124
tactics 124–126
hussar (cavalier) 25
impervious messenger (bard) 20
influence 102–117
individual influence 102–107
organizational influence 109–113
sample organizations 114–117
using individual influence 108–109
inquisitor archetypes 28–31
inquisitor inquisitions 28
inquisitor spell list 195
instigator (skald) 49
interrogator (alchemist) 18–19
intimidate 186–187
intrigue elements 98–100
intrigue mystery (oracle) 69–70
intrigue themes 100–101
investigator archetypes 32–35
leadership 130–135
leadership, variant leadership 132–135
magic items 237–251
armor and shields 237–238
rings 241–242
weapons 238–241
wondrous items 242–251
magical child (vigilante) 57–58
magus spell list 196
majordomo (investigator) 35
masked performer (bard) 20–21
master of disguise (rogue) 46
maverick (gunslinger) 64
medium spell list 196
mesmerist archetypes 36–39
mesmerist spell list 196–197
metamorph (alchemist) 19
mounted fury (vigilante) 58–59
nemeses 136–141
interacting 136
opportunities 136-137
personas 140–141
stratagems 137–140
noble fencer (swashbuckler) 52–53
occultist spell list 197–198
paladin spell list 198
perception 187–188
phantom thief (rogue) 46–47
psychic spell list 198–199
psychometrist (vigilante) 59–60
pursuit 142–147
advantages 145–146
building a pursuit 142–143
running a pursuit 143
tactics 146–147
terrain tiles 143–145
ranger archetypes 40–43
ranger combat styles 40
ranger spell list 199–200
research 148–153
designing a library 149–152
sample libraries 152–153
using a library 148–149
ringleader (bard) 21–22
rings, magic 241–242
rogue archetypes 44–47
rogue talents 44
roof runner (hunter) 65
ruse descriptor 192
sage counselor (monk) 67
seamless guise (vigilante) 10
secret broker (occulstist) 68–69
secret seeker (inquisitor) 29
secrets inquisition (inquisitor) 28
sense motive 188–189
sentinel (ranger) 42–43
shadow caller (spiritualist) 50–51
shaman spell list 200
sharper (rogue) 47
shields, magic 237–238
skald archetypes 48–49
skills in conflict 182–189
bluff 182–184
diplomacy 184–186
disguise 186
intimidate 186–187
perception and stealth 187–188
replacing opposed rolls 189
sense motive 188–189
skinshaper (druid) 26–27
snoop (rogue) 47
social conflicts 166–175
event consequences 170
events 168–170
events and advancement 172–173
example 173–175
freeform events 170–172
pacing 166–167
stakes and contenders 167–168
social talent (vigilante) 10–13
sorcerer spell list 200–201
sorrowsoul (bard) 22–23
spells 192–229
ruse descriptor 192
spell lists 192–203
spells of intrigue 154–163
example 163
high-level abjuration 162
high-level divinations 162
low-level divinations 154–157
low-level enchantments 157–158
low-level illusions 158
low-level necromancy 158
mid-level conjuration 158-159
mid-level divinations 159–161
mid-level enchantments 161-162
spiritualist archetypes 50–51
spiritualist spell list 201–202
startling appearance (vigilante) 17
stealth 187–188
stunning appearance (vigilante) 17
summoner spell list 202
swashbuckler archetypes 52–53
tactical leader (inquisitor) 29–30
thought eater (mesmerist) 38
traceless operative (inquisitor) 30–31
transporter (ranger) 43
tyrant (antipaladin) 64
umbral stalker (inquisitor) 31
unshakable (vigilante) 17
urushiol (druid) 27
veiled blade (swashbuckler) 53
velvet blade (slayer) 70–71
vengeance strike (vigilante) 17
verbal duels 176–181
dueling with words 177–181
example 181
multi-directional 181
setting the scene 176–177
team duels 181
vigilant defender (inquisitor) 31
vigilante 9–17
archetypes 54–63
favored class options 17
vigilante specialization (vigilante) 13
vigilante talent (vigilante) 13–17
vizier (mesmerist) 38–39
vox (mesmerist) 39
warlock (vigilante) 60–61
warlord (skald) 49
weapons 232
weapons, magic 238–241
wild talents (kineticist) 66
wildsoul (vigilante) 61–62
wit (bard) 23
witch spell list 202–203
wizard spell list 200–201
wondrous items, magic 242–251
zealot (vigilante) 62–63
zeitgeist binder (spiritualist) 51

I'll do what I can, but likely this will be all you can get from me today.


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Good news! I have my PDFS as well. I'll be at work for a few more hors, but feel free to start asking questions.

Others might be able to answer too!

-Skeld


Skeld, PDF Prophet wrote:

Good news! I have my PDFS as well. I'll be at work for a few more hors, but feel free to start asking questions.

Others might be able to answer too!

-Skeld

I'm interested in hearing about fighter and swashbuckler archetypes. I'm also interested in hearing about combat feats, please.


1 person marked this as a favorite.

*impatiently waits for subscriber pdf to drop*


Do the regular or archetyped vigilantes get anything new to boost unarmed combat?

The playtest only had Fist of the Avenger for Improved Unarmed Strike and +1 unarmed/gauntlet damage every 4 levels or so.


Oh, phantom thief sounds intriguing, if you'll excuse the pun.

Without going into mechanics, what's the concept of the archetype?


Something about the inquisitor archetypes, please? The names sound so... amazing!


What does the Cardinal give up in order to gain its abilities?

Dark Archive

A brief description of what the alchemical sapper does would be great. I am playing an alchemist in a reign of winter campaign and I really want to use stuff from this book(I am planning on retraining to a vigilante if the DM will allow unless the sapper is really cool)


Kvantum wrote:


spells of intrigue 154–163
example 163
high-level abjuration 162
high-level divinations 162
low-level divinations 154–157
low-level enchantments 157–158
low-level illusions 158
low-level necromancy 158
mid-level conjuration 158-159
mid-level divinations 159–161
mid-level enchantments 161-162

I'd like to know more about this. Especially "high-level abjurations" and "high-level divinations," which should finally tell us whether Mind Blank prevents True Seeing from penetrating an illusion on you.


Skeld, PDF Prophet wrote:

Good news! I have my PDFS as well. I'll be at work for a few more hors, but feel free to start asking questions.

Others might be able to answer too!

-Skeld

Does the Magical Child's pet have access to Evolutions?

Does the Fey Speaker have Wild Shape?

Does the Warlock have a Spell Combat and/or Spell Strike equivalent?

How is the new Oracle Mystery?

Is there any new alternate racial traits? any interesting new traits?

How is Social Combat?

Thanks in advance!


Skeld, PDF Prophet wrote:

Good news! I have my PDFS as well. I'll be at work for a few more hors, but feel free to start asking questions.

Others might be able to answer too!

-Skeld

Hey, could I get a brief summary of each Alchemist Archetype? They sound pretty interesting and I would like to know more.


Looks like Cruel Illusion is asking most of my questions already.


I'd love a look see at Spiritualist archetypes, paladin archetype, and probably Occultist archetypes too.

Spell wise: anything for paladins?


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Skeld wrote:
London Duke wrote:

Skeld, you are normally pretty awesome with the spoilers.

Any chance you could fill me in on the Feyspeaker Druid and Dandy Ranger?

I'll let you know as soon as I get my PDF. :)

-Skeld

Spoiler:

Feyspeaker - Gains access to some Sor/Wiz spells from Enchanment/Illusion, extra skill points, access to additional skills, and the ability to bluff animals. Loses/alters wildshape, spellcasting, naturesense, and armor proficiency.

Dandy - Gains a Favored Nation, "Rumor Empathy," Favored terrain changes a bit, allies mush be chosen for Hunter's Bond, Cha-based spellcasting, ability to crash parties. He's a courtly Ranger.

-Skeld


Holy poop. There's a lot of things in this book. A significant amount of stuffs. Like. So much excellence. I don't even know where to start.


1 person marked this as a favorite.
Thomas Seitz wrote:
Please do Skeld! I want to know more about the Spiritualist archetype(s).

Spoiler:

Shadow Caller - shades, shadows, etc.
Zeitgeist Binder - focuses on settlements and communities

-Skeld

Designer

1 person marked this as a favorite.
Lanitril wrote:
Holy poop. There's a lot of things in this book. A significant amount of stuffs. Like. So much excellence. I don't even know where to start.

We managed to pack this one full of some pretty cool stuff for you! Why not start at the beginning and give it a read-through?


So the feyspeaker looses wildshape?

What is the magical child archetype like?

What does the fey eidolon get?


1 person marked this as a favorite.
Luthorne wrote:
I would also be curious to know what the new weapons are, just the names and categories (simple/martial/exotic), if someone wouldn't mind sharing. Though maybe I'll get lucky and be able to share these details later on today. I can dream, right...?

Spoiler:

Spring blade (simple)
Wrist launchers (exotic)

-Skeld


Slithery D wrote:
Kvantum wrote:


spells of intrigue 154–163
example 163
high-level abjuration 162
high-level divinations 162
low-level divinations 154–157
low-level enchantments 157–158
low-level illusions 158
low-level necromancy 158
mid-level conjuration 158-159
mid-level divinations 159–161
mid-level enchantments 161-162
I'd like to know more about this. Especially "high-level abjurations" and "high-level divinations," which should finally tell us whether Mind Blank prevents True Seeing from penetrating an illusion on you.

I second this

Liberty's Edge

Skeld, PDF Prophet wrote:
Luthorne wrote:
I would also be curious to know what the new weapons are, just the names and categories (simple/martial/exotic), if someone wouldn't mind sharing. Though maybe I'll get lucky and be able to share these details later on today. I can dream, right...?

** spoiler omitted **

-Skeld

CRIMSON FALCON WANTS THOSE!


2 people marked this as a favorite.
Ultimate Intrigue product description wrote:
PDF available Mar 30

{sighs}

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
Barachiel Shina wrote:
Slithery D wrote:
I'd like to know more about this. Especially "high-level abjurations" and "high-level divinations," which should finally tell us whether Mind Blank prevents True Seeing from penetrating an illusion on you.
I second this

Oh man, I missed that section. That's worth the price of admission on its own.

Designer

1 person marked this as a favorite.
TriOmegaZero wrote:
Barachiel Shina wrote:
Slithery D wrote:
I'd like to know more about this. Especially "high-level abjurations" and "high-level divinations," which should finally tell us whether Mind Blank prevents True Seeing from penetrating an illusion on you.
I second this
Oh man, I missed that section. That's worth the price of admission on its own.

I'm really glad we have that section. I've been wanting us to put something like that out there for a while, as I think it makes running intrigue plots in a magical world much more engaging. Plus, there's a top 10 FAQ that I can mark as being answered once the book comes out since the advice in that section answers it.


Dragon78 wrote:
So the feyspeaker looses wildshape?

Dragon, Skeld already told us. If you look at

Spoiler:
the above posting

I got mine. I'll be doing a long blog post of my impressions as I read it. I'll post it tomorrow.

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