Pathfinder Roleplaying Game: Ultimate Intrigue (PFRPG)

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

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

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

Pathfinder RPG Ultimate Intrigue includes:

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

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

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

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

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A Must-Have for Heavy RP Games

5/5

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

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

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

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

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

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

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

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

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


1/5

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

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

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

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

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

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

Now it's gone.


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

1/5

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

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


An amazing new class in a hit and miss supplement

4/5

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

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

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

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

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

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

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

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

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


Pathfinder presents Batman!

4/5

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


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Skeld!

One further question!

Spoiler:
Regarding spellcasting for Feyspeaker, do they lose ALL druid function or just some, like they can't spontaneously cast nature's ally or something else?


What does the Tyrant archetype do, and what are the rules for having a Nemesis?


Actually he said "looses/alters wildshape..."

Are there any feats the give you more skill points?


1 person marked this as a favorite.
Human Fighter wrote:
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.

Spoiler:

Fighter: None.
Swashbuckler: Guiding Blade, Noble Fencer, Veiled Blade

Combat Feats: Acrobatic Spellcaster, Betrayal Sense, But A Scratch, Cat and Mouse, Circuitous Shot, Clambering Escape, Cunning Intuition, Enrage Opponent, Entreating Critical, Fencing Grace, Fox Insight, Fox Style, Fox Trickery, Graceful Combat, Improved Bravery, Improved Sabotaging Sunder, Incite Paranoia, Inspiring Bravery, Lightning Draw, Martial Dominance, Measure Foe, Misdirection Attack, Misdirection Redirection, Misdirection Tactics, My Blade Is Yours, Notorious Vigilante, Ostentatious Rager, Owl Dive, Owl Style, Owl Swoop, Piercing Grapple, Quick Study, Quiet Death, Ranged Feint, Ready For Anything, Sabotaging Sunder, Shadows of Fear, Sliding Dash, Social Bravery, Starry Grace, Startling Getaway, Street Carnage, Street Style, Street Sweep, Structural strike, Swipe and Stash.
Those are all the ones I see at a glance.

-Skeld


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Phantom Thief sounds cool. Any tidbits on what it gains/trades or even just overall flavor?


2 people marked this as a favorite.
djones wrote:

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

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

Spoiler:

Phantom Thief - nobleman turned rogue; educated and refined.

-Skeld


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

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

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

** spoiler omitted **

-Skeld

Oh, hrm. Not what I expected but definitely cool. Sounds like a mix of Vigilante for the Rogue. Thanks!

Unrelated, but is the Fencing Grace feat essentially an errata to the Fencing Grace feat from Advanced Class Origins?

Designer

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Xethik wrote:
Skeld wrote:
djones wrote:

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

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

** spoiler omitted **

-Skeld

Oh, hrm. Not what I expected but definitely cool. Sounds like a mix of Vigilante for the Rogue. Thanks!

Unrelated, but is the Fencing Grace feat essentially an errata to the Fencing Grace feat from Advanced Class Origins?

Just for fun Wikipedia on phantom thief. I happened to be looking at the fictional archetype that inspired the Pathfinder archetype in wikipedia when I saw that phantom thief was an alternate name (and way better than my previous archetype name), so I grabbed it.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Mark Seifter wrote:
Xethik wrote:
Skeld wrote:
djones wrote:

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

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

** spoiler omitted **

-Skeld

Oh, hrm. Not what I expected but definitely cool. Sounds like a mix of Vigilante for the Rogue. Thanks!

Unrelated, but is the Fencing Grace feat essentially an errata to the Fencing Grace feat from Advanced Class Origins?

Just for fun Wikipedia on phantom thief.

Oh-hoooh. That makes more sense. I don't delve too much into non-Chinese eastern culture (partially to intentionally annoy my friends who are quite into anime and general Otaku-ness) so that reference went right over my head.


1 person marked this as a favorite.
Bardess wrote:
Something about the inquisitor archetypes, please? The names sound so... amazing!

Spoiler:

Cloaked Wolf - appears harmless, but isn't.
Faith Hunter - have special obsession with edaricating enemies with certain beliefs.
Secret Seeker - excel at extracting answers.
Tactical Leader - prefers working with like-minded allies.
Traceless Operative - they are sneaky and stuff.
Umbral Stalker - strikes from the shadows.
Vigilant Defender - sort of a bodyguard for clergy.

-Skeld


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Brew Bird wrote:
What does the Cardinal give up in order to gain its abilities?

Spoiler:

Gains - 6 skill points instead of 4, some skills.
Lose/Alter - A domain, spontaneous casting, medium armor, and BAB

-Skeld

Shadow Lodge

Xethik wrote:
Oh-hoooh. That makes more sense. I don't delve too much into non-Chinese eastern culture (partially to intentionally annoy my friends who are quite into anime and general Otaku-ness) so that reference went right over my head.

If you scroll up, you'll see it's a common trope in western culture too. ;)

Designer

Skeld, PDF Prophet wrote:
Brew Bird wrote:
What does the Cardinal give up in order to gain its abilities?

** spoiler omitted **

-Skeld

6 instead of 2, actually. It's a biiig jump.


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.

This is an advice section. Mind blank is mentioned.

-Skeld

Designer

TOZ wrote:
Xethik wrote:
Oh-hoooh. That makes more sense. I don't delve too much into non-Chinese eastern culture (partially to intentionally annoy my friends who are quite into anime and general Otaku-ness) so that reference went right over my head.
If you scroll up, you'll see it's a common trope in western culture too. ;)

Yup, but the Western name is both less cool and gender specific, so it was a non-starter and I was floating around names that didn't really cover everything going on like "dilettante" until I stumbled on the awesome "phantom thief" name.


Pathfinder Rulebook Subscriber

I'd like something on the occultist stuff to tide me over, a short fescription of the archetypes, and if they keep object reading and magic item skill.


1 person marked this as a favorite.
Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
TOZ wrote:
Xethik wrote:
Oh-hoooh. That makes more sense. I don't delve too much into non-Chinese eastern culture (partially to intentionally annoy my friends who are quite into anime and general Otaku-ness) so that reference went right over my head.
If you scroll up, you'll see it's a common trope in western culture too. ;)

Oh I'm familiar with the trope, just not the name "Phantom Thief." Honestly, it sounds cooler than "Lady/Gentleman Thief" anyways.

EDIT: Hear I thought Ninjas weren't in Ultimate Intrigue, but Mark proved otherwise with his posting ability.

Grand Lodge

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Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber

Word. :)


Augh, why is the PDF so far away? D:


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Cruel Illusion wrote:
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

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

2) Does the Fey Speaker have Wild Shape?

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

4) How is the new Oracle Mystery?

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

6) How is Social Combat?

Thanks in advance!

Spoiler:

1 - Doesn't look lik eit; looks more like a familiar.
2 - Yes, slower than normal though.
3 - No.
4 - It's interesting for social-focused characters.
5 - I didn't see any traits.
6 - I haven't had a chance to read it yet.

-Skeld


2 people marked this as a favorite.
KaveDweller1349 wrote:
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.

Spoiler:

Alchemical Sapper - Moar Splosions!
Interrogator - Uses truths serums, etc.
Metamorph - Shapechanger.

-Skeld


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Thomas Seitz wrote:

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

Spell wise: anything for paladins?

Spoiler:

Spiritualist - already covered.
Paladin - Gray Paladin
Occultist - Ancestral Aspirant, Secret Broker,

-Skeld


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Dragon78 wrote:

So the feyspeaker looses wildshape?

What is the magical child archetype like?

What does the fey eidolon get?

Spoiler:

Feyspeaker whildshapes 2 levels behind a Druid.

Magical Child uses the Unchained Summoner list for spellcasting and gets a familiar.

Fey eidolon is a biped that also counts as fey. It has a Druid-y feel to its evolutions.

-Skeld


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

Skeld!

One further question!

** spoiler omitted **

Spoiler:

Feyspeakers still cast as Druids, but they gain some enchantment/illusion spells from Sor/Wiz. They also lose the ability to spontaneously cast summon nature's ally.

-Skeld


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Axial wrote:
What does the Tyrant archetype do, and what are the rules for having a Nemesis?

Spoiler:

Tyrant is a LE Antipaladin and gains a diabolic boon. He makes a good "secretly evil" king or vizier.

-Skeld


1 person marked this as a favorite.
Dragon78 wrote:

Actually he said "looses/alters wildshape..."

Are there any feats the give you more skill points?

Spoiler:

I haven't seen one. I'd be surprised if there were.

-Skeld


Skeld, do vigilantes (base or archetypes) get anything for unarmed combat at least or better than playtest's Fist of the Avenger (+1/4 level damage to unarmed/gauntlet attacks)?


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

Got mine, downloading now.


Does the Psychometrist have the Occultist's spellcasting as well as its Focus Abilities?

Is the Wildsoul compatible with other Archetypes?

What kind of shapeshifting does the Metamorph do? (Does it turn into people, beasts, monsters?)


1 person marked this as a favorite.
MusicAddict wrote:
I'd like something on the occultist stuff to tide me over, a short fescription of the archetypes, and if they keep object reading and magic item skill.

Spoiler:

Ancestral Aspirant focuses on his/her family lore and ancestry.
Secret Seeker uses objects to gain information and trading information/secrets.

-Skeld


Can I get a description of the Monk Archetypes? Also, can they be used with the Unchained Monk?


3 people marked this as a favorite.
Protoman wrote:
Skeld, do vigilantes (base or archetypes) get anything for unarmed combat at least or better than playtest's Fist of the Avenger (+1/4 level damage to unarmed/gauntlet attacks)?

I'll preface this by saying that I didn't read the playtest version of Vigilante, so take this with a grain of salt since I'm seeing it for the first time...

Spoiler:

The base Vigilante does get Improved Unarmed Strike and Fist of the Avenger which grants bonus damage on unarmed strikes equal to 1/2 level, up to a maximum of +5. The Brute Archetype gets some unarmed strike stuff. The Brute is sort of a Hulk-type.

-Skeld


Skeld, PDF Prophet wrote:
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.

This is an advice section. Mind blank is mentioned.

-Skeld

So what's the word on spells that could break an Intrigue setting instantly, such as the interactions of Nondetection, True Seeing, Mind Blank, etc.?


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Skeld, PDF Prophet wrote:
Protoman wrote:
Skeld, do vigilantes (base or archetypes) get anything for unarmed combat at least or better than playtest's Fist of the Avenger (+1/4 level damage to unarmed/gauntlet attacks)?

I'll preface this by saying that I didn't read the playtest version of Vigilante, so take this with a grain of salt since I'm seeing it for the first time...

** spoiler omitted **

-Skeld

Sweet Christmas! Thanks!


Are warlocks able to learn spells off spell lists other than magus?

Contributor

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

I know the feels. I was telling Amanda about how hard it was to sit on this last week. :(

I will say two things, however: 1) I have been quoted several times by various Paizo employees as having said that in my humble opinion, the new vigilante is my favorite martial class in the game. 2) There's a feat that made me chuckle because its essentially Mark's way of fixing an issue with one specific stat block. ;-)


If possible could someone better at parsing rules field a question for me regarding the Warlock, I will try not to post too much directly from the book...

A Warlock still chooses a specialization correct?
I would still gain either the full BaB or the precision damage... correct?

Can the Warlock then choose the unique talents from that specialization?

I ask because under warlock it says you can choose from the warlock talents and general talents...

and that makes me think he cant get stuff like Combat skill or Signature Weapon? Is that right?

Any help appreciated...

Contributor

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Milo v3 wrote:
Are warlocks able to learn spells off spell lists other than magus?

Yes, because they don't use the magus spell list.


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Milo v3 wrote:
Are warlocks able to learn spells off spell lists other than magus?

They use the Sorc/Wiz list

Designer

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

I know the feels. I was telling Amanda about how hard it was to sit on this last week. :(

I will say two things, however: 1) I have been quoted several times by various Paizo employees as having said that in my humble opinion, the new vigilante is my favorite martial class in the game. 2) There's a feat that made me chuckle because its essentially Mark's way of fixing an issue with one specific stat block. ;-)

Why assume it was me? I wasn't the development lead on feats or on those statblocks.

I know what feat you mean, and it was indeed me.


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Cruel Illusion wrote:

Does the Psychometrist have the Occultist's spellcasting as well as its Focus Abilities?

Is the Wildsoul compatible with other Archetypes?

What kind of shapeshifting does the Metamorph do? (Does it turn into people, beasts, monsters?)

Spoiler:

Psychometrist gains Occultist Implements (except Conjuration), mental focus, object reading, and psychometric strike. I don't anything about spellcasting.

I can't say on Wildsoul; I'd have to spend a lot more time looking at it. But it does seem to alter a bunch of things and that isn't a good sign for stacking it with other archetypes.

Metamorph shapechange is along the lines of alter self then progerssing through monstrous physique as levels are gained.

-Skeld

Grand Lodge

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Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber
Alexander Augunas wrote:
2) There's a feat that made me chuckle because its essentially Mark's way of fixing an issue with one specific stat block. ;-)

I see I will need to go back through those and guess at which one.

Designer

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Yrtalien wrote:
Milo v3 wrote:
Are warlocks able to learn spells off spell lists other than magus?
They use the Sorc/Wiz list

Yep, sorry; meant to say they had magus 6th-level prepared casting off the wizard list.

Contributor

1 person marked this as a favorite.
Yrtalien wrote:


If possible could someone better at parsing rules field a question for me regarding the Warlock, I will try not to post too much directly from the book...

A Warlock still chooses a specialization correct?
I would still gain either the full BaB or the precision damage... correct?

Can the Warlock then choose the unique talents from that specialization?

I ask because under warlock it says you can choose from the warlock talents and general talents...

and that makes me think he cant get stuff like Combat skill or Signature Weapon? Is that right?

Any help appreciated...

The new warlock archetype makes me REALLY happy, because I playtested the warlock and wasn't thrilled with it. The archetype is MUCH better than the playtest class. SO much better. The answer to your questions, in order, is:

1) No. The warlock replaces vigilante specialization, so:
2) He can't pick any talents that require stalker or avenger, which means:
3) Combat Skill and Signature Weapon are both not allowed.

But who cares? I, at least, am thrilled, because the warlock got the ONE THING that I suggested that it get throughout the entirety of the playtest. Thanks for listening, Logan and PDT! :D

Now I need to get off this board: I'm so close to an Ultimate Intrigue fan-splosion that it isn't funny, and I swore to Ryan that I would save it for our big Ultimate Intrigue review next month.


Skeld, PDF Prophet wrote:
Protoman wrote:
Skeld, do vigilantes (base or archetypes) get anything for unarmed combat at least or better than playtest's Fist of the Avenger (+1/4 level damage to unarmed/gauntlet attacks)?

I'll preface this by saying that I didn't read the playtest version of Vigilante, so take this with a grain of salt since I'm seeing it for the first time...

** spoiler omitted **

-Skeld

That will make playing the Batman easier. :)

Designer

1 person marked this as a favorite.
Yrtalien wrote:


If possible could someone better at parsing rules field a question for me regarding the Warlock, I will try not to post too much directly from the book...

A Warlock still chooses a specialization correct?
I would still gain either the full BaB or the precision damage... correct?

Can the Warlock then choose the unique talents from that specialization?

I ask because under warlock it says you can choose from the warlock talents and general talents...

and that makes me think he cant get stuff like Combat skill or Signature Weapon? Is that right?

Any help appreciated...

Without posting directly from the book: No, you are missing the first line of text on page 61, first column.

The Concordance

Does the Vigilante still have a talent for causing damage to opponents they give fear effects to??

Contributor

TriOmegaZero wrote:
Alexander Augunas wrote:
2) There's a feat that made me chuckle because its essentially Mark's way of fixing an issue with one specific stat block. ;-)
I see I will need to go back through those and guess at which one.

You're a Venture-Captain who's supposed to print out all of the pregens; I'm sure you'll figure it out pretty quickly. ;-)

Contributor

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

I know the feels. I was telling Amanda about how hard it was to sit on this last week. :(

I will say two things, however: 1) I have been quoted several times by various Paizo employees as having said that in my humble opinion, the new vigilante is my favorite martial class in the game. 2) There's a feat that made me chuckle because its essentially Mark's way of fixing an issue with one specific stat block. ;-)

Why assume it was me? I wasn't the development lead on feats or on those statblocks.

I know what feat you mean, and it was indeed me.

We've had this conversation, Mark. We think SO much alike that its scary. I saw that feat for what it as the moment I read its name. ;-)


Mark Seifter wrote:
Yrtalien wrote:


If possible could someone better at parsing rules field a question for me regarding the Warlock, I will try not to post too much directly from the book...

A Warlock still chooses a specialization correct?
I would still gain either the full BaB or the precision damage... correct?

Can the Warlock then choose the unique talents from that specialization?

I ask because under warlock it says you can choose from the warlock talents and general talents...

and that makes me think he cant get stuff like Combat skill or Signature Weapon? Is that right?

Any help appreciated...

Without posting directly from the book: No, you are missing the first line of text on page 61, first column.

Thanks guys, I was indeed skipping that line and moving directly to Piercing Bolts... and what is piercing bolt you say...

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