Ultimate Charisma (PFRPG)

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Command, Conquer, Control!

Raise armies, expand your reputation, and secure victory over your foes using Ultimate Charisma, by Everyman Gaming, LLC. Designed for the Pathfinder Roleplaying Game, Ultimate Charisma gives GMs and players all the tools they need to put their charisma to the test as they recruit a legion of followers, exercise their leadership skills, master a variety of psychological maneuvers, and build lasting reputations and relationships to last a lifetime.

Ultimate Charisma includes:

  • Leadership, redesigned and retooled into a massive, multi-faceted subsystem that allows players to exercise their influence within the campaign setting in new and exciting ways.
  • Revised rules systems that allow players to use their leadership skills to attract multiple cohorts and followers and build reputations and relationships while remaining modular.
  • Psychology maneuvers, an easy to use design that streamlines a character’s ability to manipulate opponents in combat using a combination of words and wits.
  • New archetypes and character options.
  • New feats, mythic feats, and combat tricks.
  • Leadership perks, a new character option that allows characters to specialize and customize their leadership abilities to suit their needs.
  • New character traits.
  • And much more!

With Everyman Gaming, innovation is never more than a page away!

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5.00/5 (based on 4 ratings)

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Ultimate Charisma combines 2 great books in 1 & takes your game to a new level!

5/5

Ultimate Charisma is an amalgamation of two previous PDFs, the Leadership Handbook and Psychological Combat. Both PDFs covered areas of gameplay that often came up, but were left a bit unfulfilled under the normal Pathfinder rule set.

The Leadership Handbook portion of the book basically gives everyone the leadership feat and allows the party to bring along one cohort to aid in their adventure. The players acquire cohorts through regular gameplay, so instead of ignoring the NPCs, now your players will compete with each other to gain the attention of the more capable NPCs in the hopes that they can be converted to a cohort by the session's end.

The Psychological Combat portion of the book introduces new antagonizing mechanics to use in and out of combat. Using a standard action, your PCs can choose to antagonize, feint or intimidate foes during combat. Under the normal PFRPG rules, affecting an opponent with intimidate, bluff or diplomacy was rather cumbersome during combat. With these simple rules and the introduction of a Pscyhology DC, your players can threaten and huff and puff their opponents into submission before downing them with a well place axe blow.

I bought each version of the PDF, then Ultimate Charisma and will soon order the hard copy for our gaming table. Buy yours today!


You'll NEVER want to dump Charisma again...

5/5

Ultimate Charisma is a combination of Everyman Gaming's Leadership Handbook and Psychological Combat, with a healthy addition of extra content above and beyond the combined content of those books.

The Good
Take a look at my review of the Leadership Handbook if you want to see what I think of that element - the only thing I'd add is that the author has corrected the typographical errors I pointed out.

Consolidated social rules. Alex Augunas knows his stuff, there's no doubt about that. He's pulled together all the rules for followers, cohorts, reputation, relationships, explained them, expanded them, and made them work together, as well as adding dozens of perks (they're sort of like micro-feats) to expand on all of them, plus linking all of these things in to the Downtime and Kingdom rules.

Psychological Maneuvers. Oh, this is just gorgeous. Consolidating feinting with Bluff, demoralising with Intimidate, and adding the ability to antagonise your foes (basically, pissing them off), this section links them all mechanically, making them work a lot like combat maneuvers. And then there's the (glorious) hilarity that is "affronts of opportunity", which are the psychological equivalent of (no surprise here) attacks of opportunity, and certain things that happen in an encounter let you make an AfoO (bless you) to make a free psychological maneuver against an enemy. Using it counts against your attacks of opportunity for the round, which is what makes it balanced. The things that trigger it can basically be described as "things which scare the enemy", like scoring a critical hit on one of the enemy's allies, or doing half or more of the target's hit points in damage in a single turn. And then there's the (optional) psychological slights rules, which are basically a way to gain a bonus on a psychological maneuver by telling the target "yo momma so fat...". I love all of this.

The Bad

It's really hard to find anything to criticise in this book. It's so amazing that the only thing I could even remotely say is a "negative" is the sheer amount of kitsune art. 12 out of 25 pieces of art in the book have a kitsune (I'm not counting the back-cover art twice) in. Personally I'm prepared to let Alex get away with it, both because I know he loves kitsune, but also because the art is actually really good.

The Conclusion

This should be Core. Simple as that. It's absolutely brilliant, and I really hope that the Paizo design team take a good hard look at this book for the purposes of improving Ultimate Intrigue. This is how rules should be written, and it should come as no surprise that I'm giving this a solid, thoroughly well-deserved 5 stars. This book is in use at my table, and I can't get enough of it.


An Endzeitgeist.com review

5/5

Ultimate Charisma clocks in at 68 pages, 1 page front cover, 1 page inside of front cover, 1 page editorial, 3 pages of SRD, 1 page back cover, leaving us with 61 pages of content, so let's take a look!

Ähem. GET THIS NOW!!!! No, seriously, get this NOW! ASAP! This book belongs into the library of every Pathfinder group. No exceptions. None.

...

Okay, you really want to read a gushing diatribe on how this book represents all that is awesome about 3pps? All right! A little history first: Alexander Augunas started Everyman Gaming to release a single, humble little pdf called "Psychological Combat." The first iteration of this little book was good...and then, he made it better. What does Psychological Combat represent? Basically, the pdf constitutes the one "less than 5 bucks"-crunch book that tops my list whenever someone asks me which little pdf to get.

It's, sans hyperbole, the most used little rules-book in my game. What does it do? Beyond brilliant archetypes that allow you to use performance combat in regular battles, psychological combat takes one of the most jarring rules-components and makes it significantly more elegant: Feint, Demoralize and Antagonize - what do they have in common? They behave pretty much like combat maneuvers without actually being combat maneuvers. They also sport different, somewhat inelegant rules. Well, know what? Alexander Augunas has streamlined them into a more maneuver-like system that imho should have been the default way PFRPG utilizes them - his system is, from a rules-aesthetic perspective, simply glorious - a thing of true beauty and the codification of antagonize as a generally available maneuver renders this book absolutely SUPERB. There is a reason this made my top ten list of 2014 - it fixes one of the most glaring rules-holes in PFRPG in an inspired way.

Now this alone would make this book downright superb - but how do you improve such a truly legendary little supplement? Well, you add in a book that is no less stellar: The Leadership Handbook. We all know Leadership, arguably the best feat in the game - and, as design-legend Ben McFarland has observed, Leadership constitutes a present for the GM: It denotes a thorough willingness to immerse your character deeper in the world of a given campaign...but it's also EXTREMELY strong...to the point where my previous campaign had ALL PCs take Leadership. Alexander Augunas did something at once radical and visionary: He made Leadership, the best feat in the game, free for everyone. This sounds crazy, OP - let's face it, downright insane.

Know what? In the hands of a lesser designer, it would have been just that. However, we're talking about one of the best crunch-designers currently operating in the 3pp-circuit. The Leadership Handbook's codification of leadership as a universally available feature turned out to be downright brilliant, particularly so since the book also provided perfect synergy with the kingdom building rules. Basically, you choose perks to modify the type of leadership and reputation you have - you can utilize these perks for improving your kingdom-building prowess, make your own organizations, improve your reputation...and more. "But what if I don't want a cohort or leadership?" There are loner perks, which allow for easy stabilization...or being a friggin' one-man army that can, in mass combat, actually destroy hostile armies. Come on, can you envision ANYTHING more awesome than a lone high-level dud walking calmly towards an incoming army...and then crushing it? Yes, these rules actually supplemented the material to do just that.

So that would be a basic amount of info regarding the absolutely superb basic frame this book was built on - but know what? It does NOT end here: This book sports ~ 1/3 of all new content: For one, there are significantly more perks to choose from, for both famous or infamous characters...and the concept of relationships is also explored, presented in a thoroughly concise and easy way that is ridiculously easy to grasp - we even get rules for dysfunctional relationships versus healthy relationships and the thus gained diversity is simply beautiful to behold...especially since all of this ties in perfectly with the aforementioned perk-system - a level of integration of holistic design that even extends to the traits covered in this book!

Speaking of holistic design: Know how sometimes new systems feel tacked on, how books like this tend to just complicate matters? Ultimate Charisma is pretty much the antithesis of such design: This book is so incredibly concise, so well-crafted, so inspired, it actually makes vanilla Pathfinder feel less refined in comparison - and I'm talking about all components, from Leadership to psychological combat to kingdom building...and yes, this plays imho perfectly with Legendary Games' kingdom-building expansions. I could go on and list the respective components point by point, but ultimately, this would not make this review better - in fact, it would artificially disjoin what must be considered one of the most concise, holistic experiences I've EVER read for any iteration of a d20-based system.

Conclusion:

Editing and formatting are stellar, I noticed no glitches. Layout adheres to a BEAUTIFUL two-column full-color standard that sports copious amounts of Jacob Blackmon's gorgeous artwork, including ample new ones, big ones - this is a beautiful book indeed. The pdf comes fully bookmarked for your convenience. I bought the print as soon as it went online and its matte paper is nice - no complaints here, apart from the fact that I would have loved the spine to actually feature "Ultimate Charisma." (Hej, it's me - I *had* to complain about something, right? ;P)

Okay, in case this is not exceedingly clear by now: I consider this book to be a huge MILESTONE in design. To me, Alexander Augunas' Ultimate Charisma represents all that is perfect and awesome about 3pp-material. There is literally no 3pp book apart from Raging Swan press Wilderness and Dungeon Dressing books that even comes close to seeing this much use at my table. There is no single session that goes by in which I do not whip out this book in one form or another. Ultimate Charisma is, no hyperbole, one of the most used books at my table - and its incredibly simple presentation that makes each and every rules herein simple and easy to grasp and does show the effortless-seeming design-mastery of Alexander Augunas.

Ultimate Charisma is a perfect representation of why I do this whole review thing: This book belongs into the library of every GM, no exceptions. It's a brilliant expansion of rules; it streamlines some of the most jarring components of PFRPG into a significantly improved version that plays perfectly with established components. There is literally NOTHING I do not absolutely adore about this superb book - to the point where I actually changed my format away from the point-by-point analysis because it simply would not do this wonderful book justice.

The literally only reason this is not a prime candidate for my Top Ten of 2015's number one spot is that 2/3rds of this book already received their accolades last year...but even if you do already own these, rest assured that Ultimate Charisma is worth every cent of the asking price. There are quite frankly almost no books that can compete with this stellar tome. Ultimate Charisma receives easy 5 stars + seal of approval and is to be henceforth considered an EZG-Essential, a book that each and every group should take a look at. This is one of the books that will be a benchmark for years to come for me - and designers: If you're frustrated about complaints that something does not feel concise, holistic - take a look here: This is literally how it's done. To the point where I really hope Paizo will take a look at the antagonize-etc.-rules here and consider them for future editions/unchained-type supplements. This component really ought to be core-canon...

Endzeitgeist out.


Ultimate Charisma review

5/5

Ultimate Charisma is a 68-page PDF devoted to what seems one of the most problematic feats in the game, Leadership, and a number of campaign systems like relationships, reputation, kingdom ruling, and more. I just know that someone will be along to give it the great review it deserves so I'll just try to hit the high points here.

1) The first section handles Leadership neatly by giving it to everyone as a sort of seventh characteristic. And yes, it allows you to use it in ways that don't rely on getting cohorts and followers if you want to use it but don't want to have an army following your PCs around. It also gives some rules for party leadership if you want keep it simple and let the group gather the followers.

2) The Cohorts section gives you some ideas for how to design a cohort, what to do with them besides 'extra adventurer' -- they can handle a business, help run a kingdom, command armies, do downtime activities, or even be a mount. The PDF also provides a rather exhaustive list of possible monster cohorts and what level they become available at. It also has some hints for GMs on how to make the cohort a source of plots and adventures rather than simply a extra body, which is very helpful.

3) Followers are also described in detail. How to recruit the ones you want; or do you want to be served by eager but hapless commoners for your entire career? You can recruit NPC classes for followers or PC classes, though the latter can get pricey. What tasks you can set them to, everything from army to work force to contacts and even managers and teams for your organization. It also shows about advancing them, and even provides nearly a dozen example followers. Not written out characters, but lists of what sorts of NPC classes, feats, and skills are best for laborers, soldiers, guards, crafters, and so on.

4) The Psychological Maneuvers section will be familiar to anyone who owns a copy of Psychological Combat. To those who lack a copy, this covers how to antagonize, frighten, or feint enemies. Or how to defend against it being done to you! It adds a new statistic, the psychology DC, which is very simple to use. Indeed the whole section has the wonderful simplicity of the original PDF, even while adding a few new things. Like affronts of opportunity. They work like attacks of opportunity, allowing you to anger, scare, or feint an enemy for free under certain circumstances. They also permit you to use feats like Dazzling Display at greater affect, like on every enemy within 30 feet rather than just one. It also allows for psychological slights, basically giving a potential bonus on the 'attack' if you do or say something to push your enemy's buttons. Rather a nice bit there for the better roleplayers!

5) Relationships uses the rules first provided in Ultimate Campaign to help your PCs to establish closer contact with various NPCs, as well as rewards like bonus traits that can be gained at various levels. It covers healthy and dysfunctional relationships, friendly and unfriendly ones -- we do have a relationship with the enemies we despise the most, after all -- and it covers how to work this into romance as well. There are also the core emotions of a relationship which can affect how those involved relate to each other.

6) Reputation covers how the rest of the campaign world sees and reacts to your PC. Is he hailed as the great hero or does he have to dodge flung rotten tomatoes every time he goes to town? It also points out that you can have multiple reputations with different groups, and provides a lengthy list of events that will affect your reputation for good or ill. Group reputations are also discussed, as well as prestige points. Get a good reputation and the people who like you can be convinced to give help, be it gear or magic or simple aid, in exchange for prestige points.

7) Archetypes and new character options are included. There is a new cavalier order and two archetypes, new talents and archetypes for the Investigator, Rogue, and Slayer, and more. There is quite a bit here covering how the new psychological combat rules in particular can be used with the published classes.

8) We get new feats for use with the new rules, like Improved and Greater Antagonize, both of which seem rather simpler and better than the 'official' Antagonize feat and ranged feints. There's how to use bardic performances to anger an enemy, and one that allows channel energy to do the same to undead. Teamwork feats that allow you to get a bonus if your friends aid you in a psychological combat maneuver, how to do this to animals, how to antagonize at range. There are also mythic versions of these feats, and how to use them with the stamina system from Pathfinder Unchained. It's always good to see some support for the new rules systems.

9) Next we get the best section of the entire PDF, Leadership Perks. You can use these to become better at commanding armies, running businesses, relating to others, and so much more. Want to make your familiar into a cohort, complete with their very own feats and a class template from 'Monster Codex'? Now you can. Ditto for providing an animal companion from a small list to any PC, or for keeping that awakened animal companion as your cohort. They get a class template and you can keep advancing them as your companion. It's restricted to 10th level and up so it comes off as very balanced. You can get free Story feats and traits, you can become a one-man army in the mass combat system, work better with contacts, or turn your organization into a druid circle or fighting school or new temple. You can even found a witches' coven if you want (evil only, sorry to say). Little of this will give PCs great advantages in a fight but will they ever help cement them into the campaign world!

And if you want to be a lone wolf you can use some of these perks to do that, too.

10) Last are some new traits, allowing you to do things like figure your Psychology DC with intelligence (for the cool intellectual types) or charisma (for the total egoists). You can be a better military commander, be scary to kids, or start with a better reputation than normal. Pretty nice and they avoid the standard '+1 to a skill' kind of trait.

In the end this is a great great product. A little pricey for 68 pages, but those are 68 well-done pages filled with tools and ideas that any group can use and may very well fall in love with. The ideas about the new psychological maneuvers and the new way to handle Leadership are amazing. Just plainly a great piece of work and one that anyone who runs a campaign that's more than one dungeon crawl after another will appreciate, but with enough that people who prefer the more combative side of things will be delighted too. Five stars for Ultimate Charisma!


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Community Manager

Now available!


Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

Thank you, that'll do nicely, downloading now...

Contributor

Thanks, Liz!

And geez! A guy can't even watch a couple of blokes take down a leviathan without someone announcing his product and stealing his thunder! coughChemlakcough :-P


any idea when, if you preorder books.. that would be filled? aka.. how soon could we expect the book to arrive?


Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber
Alexander Augunas wrote:

Thanks, Liz!

And geez! A guy can't even watch a couple of blokes take down a leviathan without someone announcing his product and stealing his thunder! coughChemlakcough :-P

Well, sometimes it'll happen. I guess you could stop writing awesome books that I want... ;)

Also: race ya!

Contributor

Grollub wrote:
any idea when, if you preorder books.. that would be filled? aka.. how soon could we expect the book to arrive?

This depends on two factors: speed and demand.

I ordered a bunch of copies for Paizo on Thursday. It'll probably take about 5 days to get to them, plus a day for processing. (Maybe. I don't know Paizo's system.) Let's say Paizo will have the books in-hand and ready to ship to you in one week. Then it'll take however long it usually takes for Paizo to mail you stuff.

The other factor is demand. I'm a small company and the number of books in the first wave reflects that. If Paizo gets a huge request for Ultimate Charisma, then Liz will let me know and I'll send more books out, leading to the above process. But if you're in que for a book they don't yet have, you'll have to wait for the new stock to come in.

If you order the print version now, I don't think you'll have to worry too much about having to wait an extra five days for me to send more, however. :D If you wait too much longer, then who knows? But I would definitely order one before Liz does her regular 3PP shoutout.

Contributor

A customer pointed out an small error on the Cohorts per Leadership Schore section of the book. For Ultimate Charisma, I increased the size of the "Max Cohort Level" part of that table from LS 30 to LS 45, and in doing so I realized that the "+1 per 2 LS beyond 30" rule from Leadership Handbook was a bit restrictive, so I alleviated it to a +1 for +1 increase.

That change made it on the table, but it didn't make it into the sentence explaining the rule at the bottom of the table (which still says "for every +1 beyond 30"). So ignore that sentence and use the above, intended rule. I'll have it fixed ASAP. (Though not in time for the first way of books; my apologizes.)

Contributor

According to my insider sources (aka mail package checking) Paizo should be selling the print versions of Ultimate Charisma very, very, VERY soon....

Contributor

Looks like the print versions have arrived! :D


Pathfinder Adventure Path, Companion, Lost Omens, Rulebook Subscriber

I got mine in the mail today, so yep, they have arrived!

Contributor

Rathendar wrote:
I got mine in the mail today, so yep, they have arrived!

Huzzah! Hope you enjoy it. :D


Is this a sort of combination of your previous books? Seems leadership and psychological warfare together. Has those systems been updated in here? If all the above, how much new content is there in this for people who already own the individual ones?


2 people marked this as a favorite.
Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

If I remember right, it's about 50% longer than the Leadership Handbook and Psychological Combat combined. LOTS of extras to keep you happy.

Contributor

Yigg wrote:
Is this a sort of combination of your previous books? Seems leadership and psychological warfare together. Has those systems been updated in here? If all the above, how much new content is there in this for people who already own the individual ones?

Psychological Combat and Leadership Handbook combined totals around 40 pages. This has 66, so about 20 new pages of content. There is some extra polish put into every section (for example, I compiled every monstrous cohort from all four Bestiaries and put them into a chart for easy reference in the book). There's also new content (like the all-new Romance rules) as well as support for new systems (all of the combat feats include combat tricks, from Pathfinder Unchained's Stamina Pool rules). There's also roughly twice as many leadership perks, plus a helpful table that makes it easier to reference them. The demoralize opportunities rules from Psychological Combat were also expanded into affronts of opportunity, which allows the old rules to be used with the antagonize maneuver.

Plus LOTS of all-new artwork.


Sweet! I just got this today and ready to read. I just took the Leadership feat for my character this Tuesday. My DM and I want to try something different with the feat this time around. Hopefully the romance rules you mention and maybe ties to my character background will make this new and fun.


still waiting on mine =/


Pathfinder Starfinder Society Subscriber

My Giantslayer campaign just hit level 7 and our dwarf ranger and Ingrahild Nargrymskin are pretty close, so might be time to use the romance rules.

Contributor

djones wrote:

My Giantslayer campaign just hit level 7 and our dwarf ranger and Ingrahild Nargrymskin are pretty close, so might be time to use the romance rules.

Cool, good luck! Adding Love to your relationship isn't easy; its equal parts luck and perseverance!


DM MoggZero wrote:
Sweet! I just got this today and ready to read. I just took the Leadership feat for my character this Tuesday.

Oh, has Mister Augunas changed his rules from the Leadership Handbook where *everyone* gets Leadership like it was a seventh characteristic?

DM MoggZero wrote:
My DM and I want to try something different with the feat this time around. Hopefully the romance rules you mention and maybe ties to my character background will make this new and fun.

Arrgh, have to get this one! I've got to see the new Romance rules and how they work.

Can we get any hints on them?

Contributor

1 person marked this as a favorite.
Eric Hinkle wrote:
DM MoggZero wrote:
Sweet! I just got this today and ready to read. I just took the Leadership feat for my character this Tuesday.
Oh, has Mister Augunas changed his rules from the Leadership Handbook where *everyone* gets Leadership like it was a seventh characteristic?

Nope. My book still assumes that Leadership is free, but it works just fine if you require your players to take the feat. It does, however, contain an "Improved Leadership" feat that basically amounts to additional leadership perks, so if you're a cleric with the Nobility domain, there's something replacing your Leadership feat in this system. (I don't remember who requested it, but that was a common request that I got when I first announced that I was doing Ultimate Charisma. There's a lot of little stuff like that in Ultimate Charisma that really makes the product's cover price worthwhile, even if you already have Leadership Handbook and/or Psychological Combat.)

Quote:
DM MoggZero wrote:
My DM and I want to try something different with the feat this time around. Hopefully the romance rules you mention and maybe ties to my character background will make this new and fun.

Arrgh, have to get this one! I've got to see the new Romance rules and how they work.

Can we get any hints on them?

Basically, it works like Paizo's Relationship Rules, except there are four tracks instead of two. Paizo's Relationship Rules have Friendly/Rival as the two choices; Ultimate Charisma has Familial, Friendship, Peer, and Amnesty. Each type of relationship lists the core emotions associated with that type and includes notes about functional and dysfunctional relationships of each type. Generally speaking, a relationship is functional if both NPCs properly deal with the emotions associated with it. Together, it makes an alignment-like system of categorization, such as Dysfunctional Familial, Functional Peer, or Dysfunctional Amnesty.

Moving on to Romance, basically there's a chance every time you increase your relationship score with someone that you can add Love as a core emotion to the relationship. Love in general can mean whatever you want it to mean; it can be the love between siblings, love between close friends, or love between soul mates. In order to start a romance with a character, you need to have love as a core emotion in your relationship.

Ultimately, I wanted a system that better captured how dynamic emotions are when it comes to relationships, and between the rules teased (as well as the Dynamic Relationship rules, which I didn't even touch on), the four pages on Relationships in the book are OOZING with storyline goodness that makes creating and maintaining a relationship much more interesting for PCs!

Contributor

Grollub wrote:

still waiting on mine =/

I'm sorry to hear that. Did you get a shipping notification from Paizo? They have an awesome CS team and if you contact them, they'll do everything in your power to help you out. (Although making the mailmen mail faster is, sadly, outside of their fantastic cosmic power.)


Alexander Augunas wrote:
Grollub wrote:

still waiting on mine =/

I'm sorry to hear that. Did you get a shipping notification from Paizo? They have an awesome CS team and if you contact them, they'll do everything in your power to help you out. (Although making the mailmen mail faster is, sadly, outside of their fantastic cosmic power.)

yes.. the email i got said it was being shipped on sept 3rd


I'm very intrigued with purchasing this product (not sure if I'm going to go just PDF or the dual package quite yet).

Quick question ... are there any new spells provided in these pages? Especially for wizards and sorcerers due to the predominance of these 2 classes in one of my campaigns that would be a possibly-ideal candidate for Ultimate Charisma.

Thanks for your time!


Pathfinder Companion, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Crai wrote:

I'm very intrigued with purchasing this product (not sure if I'm going to go just PDF or the dual package quite yet).

Quick question ... are there any new spells provided in these pages? Especially for wizards and sorcerers due to the predominance of these 2 classes in one of my campaigns that would be a possibly-ideal candidate for Ultimate Charisma.

Thanks for your time!

No new spells. The majority of the book consists of new rules or pregenerated material, though there are also new feats, traits, archetypes, a few other class options (such as alchemist discoveries, bardic masterpieces, cavalier orders, and other such), as well as a new option called leadership perks.

Contributor

Crai wrote:

I'm very intrigued with purchasing this product (not sure if I'm going to go just PDF or the dual package quite yet).

Quick question ... are there any new spells provided in these pages? Especially for wizards and sorcerers due to the predominance of these 2 classes in one of my campaigns that would be a possibly-ideal candidate for Ultimate Charisma.

Thanks for your time!

While there aren't any spells, all characters can all of the subsystems in Ultimate Charisma and will benefit from doing so. (Except perhaps the antagonize psychological maneuver; I don't think a sorcerer is going to want the tarrasque fixed upon him or whatever.)

But regardless, there are perks for sorcerers and wizards who build relationships, practice downtime, and generally maintain a good Leadership persona. The majority of the book isn't about combat, however, and what is about combat tends to be focused more on martial characters.


1 person marked this as a favorite.

Thanks, Alex. I'm gonna get this PDF. All the other aspects of it you mention are also highly desirous of my campaign players. Especially the downtime-management crunch. Besides, I've never been disappointed in any of your other authored works.

Happy Halloween!

Contributor

Crai wrote:

Thanks, Alex. I'm gonna get this PDF. All the other aspects of it you mention are also highly desirous of my campaign players. Especially the downtime-management crunch. Besides, I've never been disappointed in any of your other authored works.

Happy Halloween!

Thanks!

I have a copy of the print book (I mean, of course I do, right?) and its one that my players are always asking to see. Its REALLY pretty in fabulous technicolor and I've found that the rules are handy to have in-hand. But if you're better with PDFs then I am, this might not be a draw for you like it is for my crowd.


1 person marked this as a favorite.

Just got the PDF and I think the extra leadership perks alone make this worth every penny. Seriously -- guidelines on how to turn your familiar or awakened animal companion into a cohort? Judging from what I've seen on these forums people have been waiting years for those ideas alone. It will be interesting to see how the kingdom/mass combat perks work together with the Commander/General class from Legendary Games. The bonuses from the perks should combine with the bonuses the General gets from class abilities, right?

Contributor

Eric Hinkle wrote:
Just got the PDF and I think the extra leadership perks alone make this worth every penny. Seriously -- guidelines on how to turn your familiar or awakened animal companion into a cohort? Judging from what I've seen on these forums people have been waiting years for those ideas alone. It will be interesting to see how the kingdom/mass combat perks work together with the Commander/General class from Legendary Games. The bonuses from the perks should combine with the bonuses the General gets from class abilities, right?

I haven't read Ultimate Commander, so I couldn't tell you. The Leadership system was designed to be a mostly non-combat system, so I wouldn't personally use many of the perks to boost the power of the animal companion-like followers that the General class gets.

But if your GM allows it and the rules work out, I suppose you could.


Alexander Augunas wrote:
Eric Hinkle wrote:
Just got the PDF and I think the extra leadership perks alone make this worth every penny. Seriously -- guidelines on how to turn your familiar or awakened animal companion into a cohort? Judging from what I've seen on these forums people have been waiting years for those ideas alone. It will be interesting to see how the kingdom/mass combat perks work together with the Commander/General class from Legendary Games. The bonuses from the perks should combine with the bonuses the General gets from class abilities, right?

I haven't read Ultimate Commander, so I couldn't tell you. The Leadership system was designed to be a mostly non-combat system, so I wouldn't personally use many of the perks to boost the power of the animal companion-like followers that the General class gets.

But if your GM allows it and the rules work out, I suppose you could.

Oh, no, no. I meant that the Commander gets some bonuses on armies in mass combat from their class that they command (and that has nothing to do with their troop), and I was wondering how well those would combine with the mass combat focused perks in UC.

Contributor

Eric Hinkle wrote:
Alexander Augunas wrote:
Eric Hinkle wrote:
Just got the PDF and I think the extra leadership perks alone make this worth every penny. Seriously -- guidelines on how to turn your familiar or awakened animal companion into a cohort? Judging from what I've seen on these forums people have been waiting years for those ideas alone. It will be interesting to see how the kingdom/mass combat perks work together with the Commander/General class from Legendary Games. The bonuses from the perks should combine with the bonuses the General gets from class abilities, right?

I haven't read Ultimate Commander, so I couldn't tell you. The Leadership system was designed to be a mostly non-combat system, so I wouldn't personally use many of the perks to boost the power of the animal companion-like followers that the General class gets.

But if your GM allows it and the rules work out, I suppose you could.

Oh, no, no. I meant that the Commander gets some bonuses on armies in mass combat from their class that they command (and that has nothing to do with their troop), and I was wondering how well those would combine with the mass combat focused perks in UC.

Again, not sure. haven't read Ultimate Commander.


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Just posted what I hope will be only the first of many reviews. This is one great piece of work!


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Great review, Eric!

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Indeed! Thanks for the stellar review. :D


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Endzeitgeist, Mister Augunas, thank you.


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Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop.

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1 person marked this as a favorite.
Endzeitgeist wrote:
Reviewed first on endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop.

Thanks for the review! I'm glad you liked Ultimate Charisma as much as you did. :D


Thank you for making this gorgeous milestone, Alex!!!


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Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

Darn it, Endy beat me to reviewing this one. Ah, well, it'll still make my Christmas reviews.


Looking forward to reading your review, Chemlak! :)


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Pathfinder Card Game, Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Alex,

Do you know when the print versions will be back in stock?

Also, I wanted you to know that I plan to purchase a copy for 3 main reasons:

1. I have seen your work over the years and appreciate the quality and creativity

2. The approach to the topic seems interesting

3. Last, but not least, Endz review :)

Cheers!

Contributor

Elorebaen wrote:

Alex,

Do you know when the print versions will be back in stock?

Also, I wanted you to know that I plan to purchase a copy for 3 main reasons:

1. I have seen your work over the years and appreciate the quality and creativity

2. The approach to the topic seems interesting

3. Last, but not least, Endz review :)

Cheers!

I sent Paizo more copies about a week ago. I just got the shipping notice on Saturday, so with luck they should be available at the store for purchase in the next week or so.

Thanks, and Happy Holidays!

Contributor

Endzeitgeist wrote:
Thank you for making this gorgeous milestone, Alex!!!

Hopefully you're just as impressed by Paranornal Adventures and the forthcoming Dynastic Races Compendium! ;-)

Contributor

Chemlak wrote:
Darn it, Endy beat me to reviewing this one. Ah, well, it'll still make my Christmas reviews.

Looking forward to reading it!


Alexander Augunas wrote:
Endzeitgeist wrote:
Thank you for making this gorgeous milestone, Alex!!!
Hopefully you're just as impressed by Paranornal Adventures and the forthcoming Dynastic Races Compendium! ;-)

Dynastic Races Compendium? Just what is that?

Contributor

1 person marked this as a favorite.
Eric Hinkle wrote:
Alexander Augunas wrote:
Endzeitgeist wrote:
Thank you for making this gorgeous milestone, Alex!!!
Hopefully you're just as impressed by Paranornal Adventures and the forthcoming Dynastic Races Compendium! ;-)
Dynastic Races Compendium? Just what is that?

I'm going to be running Everyman Gaming's first Kickstarter in March of 2016 that takes the Samsaran Compendium and the Kitsune Compendium, updates them, and adds an equal amount of content for Nagaji and Wayangs. I'm calling the final product the Dynastic Races Compendium because the races involved are all associated with "dynasties," i.e. Eastern races. There's going to be a stretch goal for tengu, and possibly ratfolk. Each race has about 30 pages dedicated to its flavor text alone; including crunch, its a good 40 pages per race, so keeping the theme tight and the number of races in check is important to me.

This has been a project that I've wanted to do since the Samsaran Compendium (its even noted as such in the Author Anecdote for that product), but after much deliberation over the past year (as well as some experience with Kickstarters and printing books), I've decided that sooner is better for the Dynastic Races Compendium. I'm hoping to have some more information out on the Kickstarter tomorrow on the forums, but its going to depend how much progress I can make on the work I have in my schedule. (Among other projects, one of my goals is to have the entire Kitsune section updated and finished, sans a few pieces of new art that I'm still ordering, before the end of the year.)


Pathfinder Card Game, Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Charter Superscriber
Alexander Augunas wrote:
Elorebaen wrote:

Alex,

Do you know when the print versions will be back in stock?

Also, I wanted you to know that I plan to purchase a copy for 3 main reasons:

1. I have seen your work over the years and appreciate the quality and creativity

2. The approach to the topic seems interesting

3. Last, but not least, Endz review :)

Cheers!

I sent Paizo more copies about a week ago. I just got the shipping notice on Saturday, so with luck they should be available at the store for purchase in the next week or so.

Thanks, and Happy Holidays!

Thanks for the head's up, Alex!

Sovereign Court

2 people marked this as a favorite.

Alex, congratulations on the glowing praise for this book. Based on Endzeitgeist's review, you deserve to be hired by Paizo immediately and without further ado.

I haven't picked up Ultimate Charisma yet, but I have both the original releases, and it is deserving of the praise.

Merry Charistmas! (sorry, couldn't help myself...)


Pathfinder Adventure Path, Rulebook, Starfinder Roleplaying Game Subscriber

Reviewed! This was a hard one: I had to actually stop myself writing too much (and I still waffled on longer than I normally like to). It's soooo gooooooooood.


Alexander Augunas wrote:
Eric Hinkle wrote:
Alexander Augunas wrote:
Endzeitgeist wrote:
Thank you for making this gorgeous milestone, Alex!!!
Hopefully you're just as impressed by Paranornal Adventures and the forthcoming Dynastic Races Compendium! ;-)
Dynastic Races Compendium? Just what is that?

I'm going to be running Everyman Gaming's first Kickstarter in March of 2016 that takes the Samsaran Compendium and the Kitsune Compendium, updates them, and adds an equal amount of content for Nagaji and Wayangs. I'm calling the final product the Dynastic Races Compendium because the races involved are all associated with "dynasties," i.e. Eastern races. There's going to be a stretch goal for tengu, and possibly ratfolk. Each race has about 30 pages dedicated to its flavor text alone; including crunch, its a good 40 pages per race, so keeping the theme tight and the number of races in check is important to me.

This has been a project that I've wanted to do since the Samsaran Compendium (its even noted as such in the Author Anecdote for that product), but after much deliberation over the past year (as well as some experience with Kickstarters and printing books), I've decided that sooner is better for the Dynastic Races Compendium. I'm hoping to have some more information out on the Kickstarter tomorrow on the forums, but its going to depend how much progress I can make on the work I have in my schedule. (Among other projects, one of my goals is to have the entire Kitsune section updated and finished, sans a few pieces of new art that I'm still ordering, before the end of the year.)

Thanks for the response and good luck!

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