Pathfinder Campaign Setting: Inner Sea Intrigue (PFRPG)

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Pathfinder Campaign Setting: Inner Sea Intrigue (PFRPG)
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A World of Secrets

From the infamous thieves' guilds of Absalom to the rebel networks of Galt, the poisoners of Daggermark to the secret courts of Taldor, cloakand-dagger plots manipulate fates across the Inner Sea region. With Pathfinder Campaign Setting: Inner Sea Intrigue, you'll learn the truth hidden beneath the surface and discover ways to make it work for your benefit. New insights on social combat, misleading magic, and secret academies allow the techniques introduced in Pathfinder RPG Ultimate Intrigue to shine. Sneaky new equipment, magic items, and spells also present a spectrum of options for deceptive heroes and unlock the powers of the new vigilante class for heroes and villains alike. Learn the hidden arts of the Inner Sea region and unleash the powers of stealth and subtlety in your Pathfinder RPG game!

Among the secrets revealed within are:

  • New Golarion-specific archetypes for a variety of classes, including the Anaphexia thought-killer, Keleshite prophet, and Nexian spellspy.
  • The Lion Blade and enchanting courtesan prestige classes.
  • New talents for investigators, rogues, and vigilantes, as well as devious intrigue inspired inquisitions.
  • Feats to get the most out of masked personas—alternate identities any class can adopt—and stylized spells!

Inner Sea Intrigue is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game.

ISBN-13: 978-1-60125-837-3

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Excellent Addition to Many Campaigns

5/5

Inner Sea Intrigue is a 64-page, full-colour sourcebook that helps to situate the themes from the setting-neutral Ultimate Intrigue into Golarion. It has a mixture of material for GMs (like new content for rules sub-systems) and for players (such as several new archetypes). More detail is below. To preview my conclusion, I think this is an extremely useful book and a good addition to anyone's Pathfinder collection.

Chapter 1, "Intrigue of the Inner Sea" (6 pages) starts the book off with paragraph-long descriptions of how intrigue stories could be located in various regions of Golarion. There's an impressive amount of setting lore on display, though I might personally nitpick that Varisia (and some of its notable cities, like Korvosa and Riddleport) isn't included. The rest of the chapter is an usual little overview of something like three dozen "schemers of the Inner Sea"--each NPC receives a headshot, alignment and class level, and brief description. The NPCs come from a variety of places--Pathfinder Society, previous campaign setting books and adventures, and even the novels. I'm not 100% sure how useful this is, but it's an interesting assortment, to be sure.

Chapter 2, "Avenues of Intrigue" (10 pages) adds some additional content to some of the themes and rules sub-systems introduced in Ultimate Intrigue. It gives stats for four specific archives usable with the library research rules (I appreciated the info on the Jeggare Museum for my Curse of the Crimson Throne campaign), adds some new feats for characters with masked personas, expands on the idea of stylized spells (a great way to stun the know-it-alls at the table!), and adds a few more ways to use the verbal duels rules such as inciting riots or winning courtroom trials. A new sub-system is included--spreading and countering rumors. The chapter makes very good use of referencing other intrigue-based sub-systems from a wide variety of books, so, if nothing else, it can point readers in a good direction.

Chapter 3 is "Nefarious Schools" (10 pages) and sets up a whole rules sub-system for "nefarious" institutions in the same vein that Inner Sea Magic had for magical academies and Inner Sea Combat had for fighting schools. Everything from finding the group to entrance exams & fees to getting expelled is covered. In addition, each of the specific schools detailed has particular tasks and awards associated with them. In a way, they work a bit like factions in Pathfinder Society or Starfinder Society, where things like Fame and Prestige within the group are tracked and can be spent for special benefits. Some of the benefits are pretty cool and offer boosts to class abilities that could be unique in the game. However, I find it hard to picture how some of these "schools" work in light of the fact that many campaigns may only span several months of in-game time. It's a sub-system that could be an interesting way to track "success" (beyond just wealth and experience points), however, if the GM and players all bought into it. The chapter has specific descriptions for three criminal enterprises (the Freebooters' Academy, the Guild of Liars, and the Guild of Wonders), three rebel groups (the Bright Lions, Irgal's Axe, and the Woodsedge Dissidents), three secret schools (the Honored of Osibu, the Kusari-Gama, and the Sword Pit), and finally three spy academies (the Conservatory, the Kitharodian Academy, and the Twilight Talons. All of these locations are geographically notated on the book's inside front cover. The system is designed to work alongside a similar system in the Faction Guide as well.

Chapter 4 is the longest chapter, "Masters of Intrigue" (20 pages). It starts with a handy page describing how many intrigue-themed archetypes from other books could be situated in Golarion. Several pages are then devoted to new class options (talents, primarily) for Inquisitors, Rogues, and Vigilantes. Next are two new prestige classes, each receiving a full two-page spread. The prestige classes include the Enchanting Courtesan (an interesting mix of concealed spellcasting, poison use, and information gathering abilities) and the Lion Blade (secret bardic spies from Taldor--the prestige class is a bit scatter-shot in what it offers). The remainder of the chapter is devoted to several (17!) new archetypes. Although many of the archetypes are for classes one would expect (rogues, investigators, etc.), there's also some for counter-intuitive classes like druids, summoners, and witches. There's far too many archetypes for me to go into detail, so suffice it to say my notes on the various archetypes use the words "ok" and "too weak" frequently, but with a few inclusions of "cool". Something I have no qualms about, however, is the artwork--the piece on page 39 is just stunning.

Chapter 5 is the "Intrigue Toolbox" (16 pages), and contains dozens of new poisons, magic items, spells, and a very useful little section on special building materials (dead-magic walls, lead-lined walls, and secrecy runes). There's a lot of little things I like in this section, such as a poison (Blackfingers' Silence) that renders the victim unable to speak or cast spells--my Daggermark Poisoner PFS character once put that to good use. There's a lot of really clever, sneaky spells that help the GM in crafting intrigue and mystery stories that aren't so easily foiled by common skills and spells in a PC's toolbox. For example, there's substitute trail (making it seem like someone else left the trail that you've left). Overall, it's a solid chapter that pretty much every player and GM can make use of to some degree or another.

I found Inner Sea Intrigue extremely useful in planning my run of Curse of the Crimson Throne, and I'm sure most GMs can find something worthwhile inside it as well. It also has a wealth of options for players in terms of new archetypes, spells, equipment, etc. There's a consistent, high-standard of quality from the book, which might stem from the fact that it's one of the few Paizo books written by a single author instead of a collection of several each doing little bits. I love the cover art, but there's some great interior art as well. Anyway, this is a really useful book for anyone interested in the more subtle types of gameplay that Pathfinder can offer.


Intrigue, intrigues intriguingly.

5/5

Paizo's recent splurge on the Intrigue line of books is something that I have been missing since I started playing Pathfinder. Ultimate intrigue, and this successor Inner Sea Intrigue, have given me the tools I need to convince my players that it's well worth their time to stop slaying monsters for a minute and talk. A particular favorite this book is the Enchanting Courtesan PRC. It is absolutely everything I could want to have in a social character, and no intrigue focused campaign should be without one (or a secret society of such.)


4/5

I liked the background information on Golarion intrigue, and found much of the mechanics stuff useful as well.

My favorites:

Masked personas give any character a way to have a secret identity, if not as well as a Vigilante.

The Investigator and Rogue talents had some good abilities.

The Enchanting Courtesan is fun and well designed. You can make an amazing NPC with it.

Several good archetypes.

The magical items section is unusually strong.

The spell selection is pretty good.

The big surprise is how thin the Vigilante options are. I don't particularly care about that class, but if you're primarily interested in expanding those options you should be cautious and hope for more in Spymaster's Handbook.


3/5

While the fluff content of this book is great, and several of the new rules from Ultimate Intrigue get some attention, if you want good archetypes of Vigilante talents then you might be very disappointed. The handful of talents in here are lackluster, and the only feat that looked any good gave you the Renown talent, which is basically a talent-tax now moved to a feat.
It has nice options and suggestions for running masked characters of other classes, but for the class that I and probably a few others thought this book was aimed at, it's severely underwhelming.


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Xethik,

I'm okay with fewer prestige classes after the glut of like 400-500 hundred in 3.5 D&D 3rd party publishers.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Thomas Seitz wrote:

Xethik,

I'm okay with fewer prestige classes after the glut of like 400-500 hundred in 3.5 D&D 3rd party publishers.

I can agree with that. Usually I think archetypes do what PrCs do, but better. There are times when I think a PrC can be better; Theurge classes jump to mind. You can mix them Wizard + Cleric or Sorc + Oracle. Those sorts of things.

Sometimes member of a faction is better as a PrC than an archetype, often for caster organizations.I'm not sure Lion Blade is one. I think it could really be a Bard or Rogue archetype! Doesn't stop me from looking forward to it, though.


Xethik,

Nor should it.


1 person marked this as a favorite.

Press Y to counter.

Silver Crusade

1 person marked this as a favorite.

Definitely interested in seeing the Lion Blade updated, been quite enamored with them since reading Dagger of Trust.

Contributor

1 person marked this as a favorite.
Thomas Seitz wrote:

Xethik,

I'm okay with fewer prestige classes after the glut of like 400-500 hundred in 3.5 D&D 3rd party publishers.

As opposed to the glut of thousands of archetypes? :-P


2 people marked this as a favorite.

Quite seriously, Archetypes do not feel as bad as prestige classes since you do not need to meet weird prerequisites for them. Prestige classes sometimes felt like you needed more planning, and weird warping of your character to fit.

Contributor

3 people marked this as a favorite.
David Neilson wrote:
Quite seriously, Archetypes do not feel as bad as prestige classes since you do not need to meet weird prerequisites for them. Prestige classes sometimes felt like you needed more planning, and weird warping of your character to fit.

I disagree about the weird warping, but they definitely do need more planning. That's sort of the aspect that makes them fun. Prestige classes are awesome when they feel like your character worked for the class and that hard work paid off. While I don't dislike well-made prestige classes that are based on organizations, such as the Lion Blade in this book, which I have high hopes for, I also think that the game has places for prestige classes like those in the Core Rulebook and the APG; not really tied to any place or organization, but instead tied to a really cool, possibly unique mechanic.

Prestige classes that say, "Hey, you need me to be good at X," are lame, which is what happened in 3.5. Prestige classes that say, "Hey, you want your character to accidentally transform into a Dr. Jeckel / Mr. Hyde split," or "Hey, you want to be really good at sneak attacking with spells, which doesn't have a good single-class character that can deliver the concept," are interesting.

But that's just my opinion, anyway.


1 person marked this as a favorite.

I remember a time long ago when I actually cared about prestige classes;)


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Alexander Augunas wrote:
As opposed to the glut of thousands of archetypes? :-P

Hah, you've got me there. It's contrived, but the main difference is if you are saying "Hey, I want to play a Rogue!" and you want to see all the archetypes available to that class, you can easily find them all. In 3.5, If you instead wanted to see all the prestige classes or even ACF and Substitution levels available to that class? Good luck! Though that's more a factor of the PRD and format than a factor of design, so not really a great argument. Plus then you need to find all the non-Rogue archetypes that play very similarly to Rogue. =P

Alexander Augunas wrote:
David Neilson wrote:
Quite seriously, Archetypes do not feel as bad as prestige classes since you do not need to meet weird prerequisites for them. Prestige classes sometimes felt like you needed more planning, and weird warping of your character to fit.

I disagree about the weird warping, but they definitely do need more planning. That's sort of the aspect that makes them fun. Prestige classes are awesome when they feel like your character worked for the class and that hard work paid off. While I don't dislike well-made prestige classes that are based on organizations, such as the Lion Blade in this book, which I have high hopes for, I also think that the game has places for prestige classes like those in the Core Rulebook and the APG; not really tied to any place or organization, but instead tied to a really cool, possibly unique mechanic.

Prestige classes that say, "Hey, you need me to be good at X," are lame, which is what happened in 3.5. Prestige classes that say, "Hey, you want your character to accidentally transform into a Dr. Jeckel / Mr. Hyde split," or "Hey, you want to be really good at sneak attacking with spells, which doesn't have a good single-class character that can deliver the concept," are interesting.

But that's just my opinion, anyway.

Battle Herald, Shieldmarshal, Arcane Trickster, Gray Gardener, Champion of Irori, Red Mantis Assassin, Chevalier, and Veiled Illusionist are some PrCs in Pathfinder that I like (at least theoretically if I've never played them). It's a mix of organization classes, combine two classes into one PrCs, and hyper-focusing your character on a concept.

The last part (hyper-focused concepts) can be tricky to pull off well. Is Veiled Illusionist necessary for an illusion-based character? Heck no! It fills a nice niche in the illusion school and adds some cool but not overpowering abilities. But let's say we were making a Throwing-Weapon PrC - a character build that up until recently was pretty weak. It can be very tempting to have the PrC increase the power of throwing weapons directly with extra damage, free returning weapons, and all that and act as a bandaid for the build, which is what a lot of PrCs did. That's where things get bad. All of a sudden, you NEED this PrC to be good at throwing. And you can't print options that increase the power of throwing characters without buffing this Throwing PrC even more! If you instead made a Throwing PrC that instead gets trick-throwing feats and the ability to combat-maneuver with thrown weapons and then also happen to print a bunch of really good throwing feats, archetypes, and magic items, you can make PrCs that are focused on making non-traditional aspects of throwing better.

Anyways, sure you already knew all/most of that but for some reason I really wanted to write about PrCs!


2 people marked this as a favorite.

Enchanting Courtesan prestige class you say? WANT!


What I'd like to know: why is this Campaign Setting sourcebook listed with the Player Companion sourcebooks?!?


Alexander Augunas wrote:
Thomas Seitz wrote:

Xethik,

I'm okay with fewer prestige classes after the glut of like 400-500 hundred in 3.5 D&D 3rd party publishers.

As opposed to the glut of thousands of archetypes? :-P

I hadn't noticed it since I've not had to choose archetypes to get the characters I want. At least not usually.


Really looking forward to this!


So is this book going to be crunch heavy, world building heavy, or about the same for both?


So is there any chance we can find out what the archetypes will be? How about the ones for the vigilante class?

Will there be any kineticist love in this book?


1 person marked this as a favorite.

Will there be any penguin based summoning spells because that would be intriguing;)


I do like this cover!

Dark Archive

I like the cover art. I always liked a sort of comic book feel to my RPGs


Pathfinder Starfinder Roleplaying Game Subscriber

A blog post on some of what we can expect to find in this book.


Am I reading that correctly?

Does that actually say "Prestige Classes?"

Paizo Employee Developer

1 person marked this as a favorite.

So far, every "Inner Sea" companion to one of our "Ultimate" hardcover RPG rule books have included new prestige classes. This book is no exception.


The Bonded Investigator and the Tinkerer sound really interesting.


Blog post got me to subscribe. Enchantment PrC, spell-spy, thought eater, and two familiar options? Heck yeah!


Mark Moreland wrote:
So far, every "Inner Sea" companion to one of our "Ultimate" hardcover RPG rule books have included new prestige classes. This book is no exception.

Really? When was the last one? The last time I saw a prestige class was Paths of Prestige.


Barachiel Shina wrote:
Really? When was the last one? The last time I saw a prestige class was Paths of Prestige.

I'm fairly certain Mark is refering to Inner Sea Combat and Inner Sea Magic, both of which feature prestige classes.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Barachiel Shina wrote:
Mark Moreland wrote:
So far, every "Inner Sea" companion to one of our "Ultimate" hardcover RPG rule books have included new prestige classes. This book is no exception.
Really? When was the last one? The last time I saw a prestige class was Paths of Prestige.

Inner Sea Gods came out after that (I believe) and had 3 PrCs. But that one isn't based on an Ultimate book.

Inner Sea Magic and Inner Sea Combat both had PrCs, for example.


Pathfinder Starfinder Roleplaying Game Subscriber
Barachiel Shina wrote:
Mark Moreland wrote:
So far, every "Inner Sea" companion to one of our "Ultimate" hardcover RPG rule books have included new prestige classes. This book is no exception.
Really? When was the last one? The last time I saw a prestige class was Paths of Prestige.

The most recent prestige class - to my knowledge - is the Steel Falcon from Andoran, Spirit of Liberty, published in May of 2015. Before that was the Technomancer from the Technology Guide, the Pain Taster from Occult Mysteries, the Soul Warden from the Undead Slayer's Handbook, the Pure Legion Enforcer and Ulfen Guard from Inner Sea Combat, the Evangelist, Exalted, and Sentinel from Inner Sea Gods, the Envoy of Balance from Champions of Balance, and the Living Monolith and Thuvian Alchemist from People of the Sands, all of which came out after Paths of Prestige, though of course some of these are Player's Companions. But it is certainly true that Inner Sea World Guide, Inner Sea Magic, Inner Sea Gods, and Inner Sea Combat have all had at least two prestige classes in them.


Tinkerer sounds fascinating but Nexian spell-spy? Oh my!

Liberty's Edge

1 person marked this as a favorite.
Xethik wrote:
Barachiel Shina wrote:
Mark Moreland wrote:
So far, every "Inner Sea" companion to one of our "Ultimate" hardcover RPG rule books have included new prestige classes. This book is no exception.
Really? When was the last one? The last time I saw a prestige class was Paths of Prestige.
Inner Sea Gods came out after that (I believe) and had 3 PrCs. But that one isn't based on an Ultimate book.

I hadn't realized that 'Inner Sea Magic/Combat' were meant to be companions to 'Ultimate Magic/Combat'.

Does that mean we can expect to see 'Inner Sea Equipment' and 'Inner Sea Campaign' eventually?

Not to mention, 'The Ultimate World Guide', 'Ultimate Gods', and 'Ultimate Pirates'! :]

Paizo Employee Developer

CBDunkerson wrote:
Xethik wrote:
Barachiel Shina wrote:
Mark Moreland wrote:
So far, every "Inner Sea" companion to one of our "Ultimate" hardcover RPG rule books have included new prestige classes. This book is no exception.
Really? When was the last one? The last time I saw a prestige class was Paths of Prestige.
Inner Sea Gods came out after that (I believe) and had 3 PrCs. But that one isn't based on an Ultimate book.

I hadn't realized that 'Inner Sea Magic/Combat' were meant to be companions to 'Ultimate Magic/Combat'.

Does that mean we can expect to see 'Inner Sea Equipment' and 'Inner Sea Campaign' eventually?

Not to mention, 'The Ultimate World Guide', 'Ultimate Gods', and 'Ultimate Pirates'! :]

We don't currently have any of those books on the schedule, but who knows what we'll do in the future. The Adventure Path line largely serves as "Inner Sea Campaigns" and Pathfinder Player Companion: Quests & Campaigns was released to support Ultimate Campaign directly. We have included new magic items in Inner Sea Combat, Inner Sea Intrigue, and many other Campaign Setting books over the years, but the closest thing to Ultimate Equipment in the line would probably be Lost Treasures, which is full of non-artifact items from the setting.

You'll have to talk to the rules team about the suggested Ultimate books, but I wouldn't hold my breath on any of them making the schedule any time soon.


Pathfinder Adventure Path Subscriber
Mark Moreland wrote:


Adventure Path line largely serves as "Inner Sea Campaigns"...

I´m scandalized.

Is this a not so hidden message?
The loophole is visible as always, i don´t like the implications one bit though.

Tian Xia! Casmaron!

Silver Crusade

Pathfinder Lost Omens, Rulebook Subscriber

Will this book be available for purchase at Paizocon?


I miss having Generic Prestige classes like in Advanced Player's Guide and the Corebook. I wish we saw more of those.

Advocates

Pathfinder Adventure, Adventure Path, Maps Subscriber
Luthorne wrote:
Barachiel Shina wrote:
Mark Moreland wrote:
So far, every "Inner Sea" companion to one of our "Ultimate" hardcover RPG rule books have included new prestige classes. This book is no exception.
Really? When was the last one? The last time I saw a prestige class was Paths of Prestige.
The most recent prestige class - to my knowledge - is the Steel Falcon from Andoran, Spirit of Liberty, published in May of 2015. Before that was the Technomancer from the Technology Guide, the Pain Taster from Occult Mysteries, the Soul Warden from the Undead Slayer's Handbook, the Pure Legion Enforcer and Ulfen Guard from Inner Sea Combat, the Evangelist, Exalted, and Sentinel from Inner Sea Gods, the Envoy of Balance from Champions of Balance, and the Living Monolith and Thuvian Alchemist from People of the Sands, all of which came out after Paths of Prestige, though of course some of these are Player's Companions. But it is certainly true that Inner Sea World Guide, Inner Sea Magic, Inner Sea Gods, and Inner Sea Combat have all had at least two prestige classes in them.

Mostly accurate, except the Steel Falcon appeared in the Andoran-focused Player Companion in 2010. Andoran, Birthplace of Freedom, the May 2015 campaign setting release, lacks prestige classes. Easy mistake to make, however.


Pathfinder Starfinder Roleplaying Game Subscriber
Lindley Court wrote:
Luthorne wrote:
Barachiel Shina wrote:
Mark Moreland wrote:
So far, every "Inner Sea" companion to one of our "Ultimate" hardcover RPG rule books have included new prestige classes. This book is no exception.
Really? When was the last one? The last time I saw a prestige class was Paths of Prestige.
The most recent prestige class - to my knowledge - is the Steel Falcon from Andoran, Spirit of Liberty, published in May of 2015. Before that was the Technomancer from the Technology Guide, the Pain Taster from Occult Mysteries, the Soul Warden from the Undead Slayer's Handbook, the Pure Legion Enforcer and Ulfen Guard from Inner Sea Combat, the Evangelist, Exalted, and Sentinel from Inner Sea Gods, the Envoy of Balance from Champions of Balance, and the Living Monolith and Thuvian Alchemist from People of the Sands, all of which came out after Paths of Prestige, though of course some of these are Player's Companions. But it is certainly true that Inner Sea World Guide, Inner Sea Magic, Inner Sea Gods, and Inner Sea Combat have all had at least two prestige classes in them.
Mostly accurate, except the Steel Falcon appeared in the Andoran-focused Player Companion in 2010. Andoran, Birthplace of Freedom, the May 2015 campaign setting release, lacks prestige classes. Easy mistake to make, however.

Whoops, you're right! My bad. In that case, I believe the most recent prestige class is the Technomancer, as of August of 2014.


So there are going to be new vigilante talents eh? Any chance of support for a non-famous social persona or some good ranged vigilante talents?

Dark Archive

Pathfinder Adventure Path Subscriber

Wonder if a Twilight Talon PrC would be in this as well? Well, I suppose the courtesan fills that role well enough.


Unless we get a fey, celestial, aberration, etc. versions of the Dragon Disciple otherwise I am not interested in prestige classes.


DeciusNero wrote:
Wonder if a Twilight Talon PrC would be in this as well? Well, I suppose the courtesan fills that role well enough.

I don't think the courtesan necessarily fits the role of the Twilight Talon. The courtesan may have too narrow a focus for the Twilight Talons as a whole. Hoping to see more info on the Talons though, in this...

Silver Crusade

*looks at list of NPCs in Schemers of the Inner Sea section*

HOOOOOOLLLLLLYYYY F$#&

Silver Crusade

*looks at Vigilante Social Talents*

Don't appear to have nay that that break you out of the mold, but Companion to the Lonely is f*$!ing awesome! I love it!

Silver Crusade

The art for the Magic Warrior is absolutely beautiful and badass.

Silver Crusade

Hmm, Anaphexia Thought-Killer (Vigilante Archetype) looks really cool, but appears to have a typo, it's abilities mentions replacing Vigilante Talents on Odd levels, and Social Talents on Even levels. I wonder if the Talent or the level is the whoops...

Silver Crusade

5 people marked this as a favorite.

Calistria's Kindness.

Helps with menstrual pains and dramatically reduces chances of conception.

Now that's some class Paizo ^w^

Silver Crusade

Oh, and there's a Ninja archetype.


Rysky wrote:

*looks at list of NPCs in Schemers of the Inner Sea section*

HOOOOOOLLLLLLYYYY F~+*

Hipster Schemers will tell you that the really good ones wouldn't be caught dead on that list.

Silver Crusade

Slithery D wrote:
Rysky wrote:

*looks at list of NPCs in Schemers of the Inner Sea section*

HOOOOOOLLLLLLYYYY F~+*

Hipster Schemers will tell you that the really good ones wouldn't be caught dead on that list.

Meh.

There are two types of awesome schemers, those make schemes that are never discovered ever, and those who will tell who they're scheming their schemes straight to their face, and then promptly pull it off.

Silver Crusade

Okay, the Companion to the Lonely Social Talent covers intimacy related psychological relief, can we also get a Social Talent that involves a box full of kittens?

You could even pair it with the Safe House talent!

Dark Archive

1 person marked this as a favorite.

Have only glanced through it, but my initial impressions of this are positive. Things I noticed:

* The Summoner archetype applies to both Chained and Unchained Summoners. I'm pleased to see them both getting support instead of just the Unchained one.
* Libraries! Nifty!
* Lots of schools. It's good seeing that system expanded with new options.
* Building upgrades! Line your walls to block divination (or all magic)!
* Anaphexia fit with Vigilante well.
* Gadgeteer-styled alchemist! Glad to have one of those. Might be a bit of a money-sink if the item-tinkering gets used too much, but it's good to at least have the fast-crafting versatility, limited and costly though it may be.

Edit:

Galt:
Just noticed that Galt's leader is a Mesmerist. That has interesting implications.

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