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:
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.
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
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
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).
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!
I hate to look forward to it and have my hopes crushed, especially since the cleric has very few class features, but I really hope Cardinal and Ecclesitheurge stack. Or maybe Cardinal is exactly what I want it to be without Ecclesitheurge.
I hate to look forward to it and have my hopes crushed, especially since the cleric has very few class features, but I really hope Cardinal and Ecclesitheurge stack. Or maybe Cardinal is exactly what I want it to be without Ecclesitheurge.
Best not to assume that two cleric archetypes stack (especially ecclesitheurge, which alters channeling, domain, and proficiencies, which is pretty much all cleric class features). Let's go for hoping the cardinal is exactly what you want it to be!
Zeitgeist binder could make for one hell of a character encounter. you see, they don't have the power of a single phantom at their disposal. they wield THE SOUL OF A CITY AS WEAPON!!!
Don't mess with a zeitgeist binder in his home town. He has home territory advantage, and a weapon he cares deeply for.
Zeitgeist binder could make for one hell of a character encounter. you see, they don't have the power of a single phantom at their disposal. they wield THE SOUL OF A CITY AS WEAPON!!!
Don't mess with a zeitgeist binder in his home town. He has home territory advantage, and a weapon he cares deeply for.
Yeah that archetype is probably my favorite thing previewed besides the vigilante archetypes. It's an awesome idea I want to use somewhere, some time.
Zeitgeist binder could make for one hell of a character encounter. you see, they don't have the power of a single phantom at their disposal. they wield THE SOUL OF A CITY AS WEAPON!!!
Don't mess with a zeitgeist binder in his home town. He has home territory advantage, and a weapon he cares deeply for.
Yeah that archetype is probably my favorite thing previewed besides the vigilante archetypes. It's an awesome idea I want to use somewhere, some time.
Funny story. Freelancer Robert Brookes came up with the idea for the archetype on his own, and we immediately loved it and said "Do that one!" He couldn't make it fit and so went with something else, but we loved it too much, so I figured out a way to get it to work. I showed it to Robert, and he was like "Awesome, did I send you guys my notes somehow. This is exactly what I was thinking!" It turns out, the concept just sort of sang some of the mechanics to parallel design.
I hate to look forward to it and have my hopes crushed, especially since the cleric has very few class features, but I really hope Cardinal and Ecclesitheurge stack. Or maybe Cardinal is exactly what I want it to be without Ecclesitheurge.
Best not to assume that two cleric archetypes stack (especially ecclesitheurge, which alters channeling, domain, and proficiencies, which is pretty much all cleric class features). Let's go for hoping the cardinal is exactly what you want it to be!
Hoping so! It probably is. Lots of skill points. Just what I need.
I hate to look forward to it and have my hopes crushed, especially since the cleric has very few class features, but I really hope Cardinal and Ecclesitheurge stack. Or maybe Cardinal is exactly what I want it to be without Ecclesitheurge.
Best not to assume that two cleric archetypes stack (especially ecclesitheurge, which alters channeling, domain, and proficiencies, which is pretty much all cleric class features). Let's go for hoping the cardinal is exactly what you want it to be!
Hoping so! It probably is. Lots of skill points. Just what I need.
Are you also hoping for lots of social and political skills as class skills? If so, you've got the right archetype.
I love the funny that comes with the mounted furies. your mount has a secret identity, which makes it really funny if you forget to have the horse change out of its identity when you change back into yours.
"Hey isn't that the Silver stallion, the faithful mount of the Sandpoint Sentinel?"
"What is it doing outside the house of Eliza Silvermont?"
"Could this mean that the Silvermonts know the Sandpoint Sentinel?"
*Eliza Silvermont appears behind the crowd gathering*
Eliza:"Hey, isn't that the horse of the Sandpoint Sentinel. What's it doing at my house?"
Eliza's inner thoughts:'oh crap, I forgot to change Chester out of his digs. this is so embarrassing...'
Given that these characters have to give up somet stuff to fit into the social world, how do they compare to the more flat out adventuring classes? If our warlock gets dumped into a dungeon is he going to be notably worse off than the rest of the party?
Well that depends. If the guards arrest the purple royal and throw him in jail, then discover that his secret identity is somehow in the same cell, unless they know the 2 are the same person, the guards will probably suspect that the purple royal has escaped and thrown some innocent person in the jail instead. They then release the man and send him on his way, while they wonder how the purple royal managed to slip through their fingers.
The vigilante seems to be predominately designed for urban/intrigue style games. While I think it will be viable outside those specific niches, I would assume that you would likely have some class abilities being less useful without getting creative in a typical dungeon delve.
The vigilante seems to be predominately designed for urban/intrigue style games. While I think it will be viable outside those specific niches, I would assume that you would likely have some class abilities being less useful without getting creative in a typical dungeon delve.
And a lot of specs for combat heavy characters are similarly near useless in non combat situations. Creativity is the most powerful tool in a gms arsenal, but the smartest and most creative player is the most dangerous, since they are able to use their head to get out of a bad situation, or even think their way out of the box. I heard of an adage that one of the people I am currently working with for my pathfinder campaign. Lawful anything will always be beaten by chaotic smart. If a chaotic smart rogue wanted to assassinate a guard captain but not get caught, she could easily cause a ruckus in several places, then tail them while the captain is heading home, comeback in the evening to the guards house, sneak in quietly, shank the guard, then sneak back out after stealing some things and head back to their lodgings quietly on the other side of the city.
When the body is found, they cannot pin the blame on her without an extreme level investigation, by which point the rogue has likely made it impossible to pin down the murder on her, because she has an alibi that is watertight.
Well, Bard is sorta the preeminent social character and also excellent in a traditional dungeon crawl. I'd imagine many of these classes to be the same.
I mean, even if it gives up a Domain and some proficiencies (for example), Cardinal would still be a 9-level caster. That's pretty viable in the vast majority of games. Even dungeon crawls.
And the Vigilante, if it kept the cool stuff from the playtest, can pretty readily be a Full BAB character with pounce, among other options, which would again be pretty viable in most dungeon crawls even if their social abilities don't come up much.
Now, neither might be optimal...but I'd expect them to be workable. And heck, these Archetypes might finally get me to play a Cleric, Summoner, or Druid, something I haven't been tempted by previously (okay, I played a Synthesist once...but that's different).
I hate to look forward to it and have my hopes crushed, especially since the cleric has very few class features, but I really hope Cardinal and Ecclesitheurge stack. Or maybe Cardinal is exactly what I want it to be without Ecclesitheurge.
Best not to assume that two cleric archetypes stack (especially ecclesitheurge, which alters channeling, domain, and proficiencies, which is pretty much all cleric class features). Let's go for hoping the cardinal is exactly what you want it to be!
Hoping so! It probably is. Lots of skill points. Just what I need.
Are you also hoping for lots of social and political skills as class skills? If so, you've got the right archetype.
Depends what it trades for them, but so far I'm sold :)
Was Cardinal Richelieu an inspiration for the Cardinal archetype for Cleric?
I don't know... Was disneys Jafar the inspiration for the viser(or some of the other evil viser characters portrayed). And note I said DISNEYS Jafar, since the original character from 1001 nights was more of a courtly investigator than a manipulator of minds.
No. He was, as I recall, a nameless sorcerer from Africa. Of course, Aladdin was Chinese (because Middle Eastern people appreciate tales set in exotic locations as much as anyone else)...even if they did a terrible job portraying anything resembling actual Chinese culture beyond 'they have an emperor'. This Disney version got his name from this guy.
It makes me feel both sad and old that people see the magical child archetype description and think "Sailor Moon" rather than rocking out to the original Power Rangers theme.
It makes me feel both sad and old that people see the magical child archetype description and think "Sailor Moon" rather than rocking out to the original Power Rangers theme.
That's because sailor moon is closer, yes both have transformations, but power Rangers don't have magical pets
It makes me feel both sad and old that people see the magical child archetype description and think "Sailor Moon" rather than rocking out to the original Power Rangers theme.
Sailor Moon is a year older, the archetype comes with a familiar, and it's described as covering the magical girl trope. I don't think it's cause for feeling sad or old.
It makes me feel both sad and old that people see the magical child archetype description and think "Sailor Moon" rather than rocking out to the original Power Rangers theme.
That's because sailor moon is closer, yes both have transformations, but power Rangers don't have magical pets
I guess you could get an arbiter inevitable named Alpha 5 who always say "Aye yai yai yai!"
It makes me feel both sad and old that people see the magical child archetype description and think "Sailor Moon" rather than rocking out to the original Power Rangers theme.
Sailor Moon came into being in 1991, MMPR debuted in 1993, so Sailor Moon was first of the two. And if you really want to dig into where the magical girl subgenre came from, it's Akko-chan or Sally the Witch, both from 1960s.
It makes me feel both sad and old that people see the magical child archetype description and think "Sailor Moon" rather than rocking out to the original Power Rangers theme.
That's because sailor moon is closer, yes both have transformations, but power Rangers don't have magical pets
I guess you could get an arbiter inevitable named Alpha 5 who always say "Aye yai yai yai!"
Saba is pretty close, although he's more of a black blade.
It makes me feel both sad and old that people see the magical child archetype description and think "Sailor Moon" rather than rocking out to the original Power Rangers theme.
That's because sailor moon is closer, yes both have transformations, but power Rangers don't have magical pets
I guess you could get an arbiter inevitable named Alpha 5 who always say "Aye yai yai yai!"
Or a talking sword named Saba. I believe there is a sword Familiar Rakshasa.
I'm a little sad to read that the Warlock is using the Magus spell list now. I liked the possibility of using Mystic Bolts for blasting but spells for more 'Intrigue' purposes: disguise and other illusions to help hide your activities, divination spells for spying/scouting, enchantments, knock etc. But the Magus spell list is pretty weak in those areas. I'm hoping that they will have access to class abilities that will offset this.
Aww man, I just realized it was stated that there is only one alternate class archetype and Tyrant archetype was confirmed :'D Meaning no ninja archetype...
...I can't be only one who has that one as favored class? <_< Right?
Aww man, I just realized it was stated that there is only one alternate class archetype and Tyrant archetype was confirmed :'D Meaning no ninja archetype...
...I can't be only one who has that one as favored class? <_< Right?
Correct extrapolation. However, there's a high-level ninja feat that gives you some pretty nice benefits for a particular sort of ninja-ish thing. And of course, non-class-specific intrigue stuff is always good for ninjas.
It makes me feel both sad and old that people see the magical child archetype description and think "Sailor Moon" rather than rocking out to the original Power Rangers theme.
Sailor Moon came into being in 1991, MMPR debuted in 1993, so Sailor Moon was first of the two. And if you really want to dig into where the magical girl subgenre came from, it's Akko-chan or Sally the Witch, both from 1960s.
I'm ultra old school when it comes to Japanese superheroes so I have the desire to spin my belt fan and 'Hen-Shin' like Kamen Rider.(1971)
Speaking of which, do we get a belt slot item that speeds up changing to vigilante form?
I'm a little sad to read that the Warlock is using the Magus spell list now. I liked the possibility of using Mystic Bolts for blasting but spells for more 'Intrigue' purposes: disguise and other illusions to help hide your activities, divination spells for spying/scouting, enchantments, knock etc. But the Magus spell list is pretty weak in those areas. I'm hoping that they will have access to class abilities that will offset this.
Well, the magus does have some spells along those lines...silent/minor/major image for illusions, blend, vanish, invisibility, and greater invisibility for stealth, monkey fish, levitate, raven's flight, spider climb, fly, gaseous form, water breathing, dimension door, and overland flight for scouting...the main thing they're lacking is yeah, scrying spells. Leaving aside any new spells the magus might snag from Ultimate Intrigue, or perhaps the ability to poach a few more spells from the sorcerer/wizard spell list.
I got my notice but I had a snafu that I had to fix. I got one of those new chip credit cards and forgot to change my credit card information. I hope this doesn't mean I get my pdf late.
Got the notice 14 hours ago. Expected to ship mid-march :-)
Awfully looking for this book. I mean the concept as shown in the playtest had already won me over. So all the other awesomeness is icing on the cake. Though I would have liked a Paladin archetype compatible with Pharasma worship. Maybe in Horror then ;-)
Pathfinder Lost Omens, Starfinder Roleplaying Game Subscriber
I added Inner sea faiths to my subscriptions last night before I got notice of any pending shipment email. I'll have to check again when I get home from work.
Well, the magus does have some spells along those lines...silent/minor/major image for illusions, blend, vanish, invisibility, and greater invisibility for stealth, monkey fish, levitate, raven's flight, spider climb, fly, gaseous form, water breathing, dimension door, and overland flight for scouting...the main thing they're lacking is yeah, scrying spells. Leaving aside any new spells the magus might snag from Ultimate Intrigue, or perhaps the ability to poach a few more spells from the sorcerer/wizard spell list.
I definitely hope they can poach spells from sorcerer/wizard spell list... lack of charm person/disguise self/memory lapse/planar binding/geas/hallucinatory terrain means I'll have to make a new character.
Witch list has Charm Person, Adjustable Disguise, and Geas, so Cabalist might end up as a decent backup option. It'd probably need a patron to round out the useful illusions, though.
Witch list has Charm Person, Adjustable Disguise, and Geas, so Cabalist might end up as a decent backup option. It'd probably need a patron to round out the useful illusions, though.
Doesn't work either since witch lacks invisibility/x image/spider climb/dimension door/planar binding. Planar binding is one of the most important ones strangely.
It makes me feel both sad and old that people see the magical child archetype description and think "Sailor Moon" rather than rocking out to the original Power Rangers theme.
That's because sailor moon is closer, yes both have transformations, but power Rangers don't have magical pets
I guess you could get an arbiter inevitable named Alpha 5 who always say "Aye yai yai yai!"
Saba is pretty close, although he's more of a black blade.
Actually Power Rangers is Based off ice the Sentai Zyuranger and Sentai been around since 74 with GoRanger.