Pathfinder Roleplaying Game: Ultimate Intrigue (PFRPG)

3.40/5 (based on 19 ratings)
Pathfinder Roleplaying Game: Ultimate Intrigue (PFRPG)
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Words Cut Deep

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

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

Pathfinder RPG Ultimate Intrigue includes:

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

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

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

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

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Some good, some bad

3/5

There is really a good amount of cool things in here like the vigilante evne thought i dont like the dual identity system. it feels like a better fighter, which is something i've wanted for a while. but the problem is there's too many rules for things that didnt really need them, so it kind of drags down everything because of it. Some clarification is okay, but this was too much of putting rules on things that didn't need it for me.


Good, but not great

3/5

The best portions of this book are hands down the Class chapter followed by feats, spells, and items (pretty much in order). I thoroughly enjoyed vigilante as a class during the playtest and love it just as much now. I know that this class is not a good option in any sense for normal adventuring; however, for certain adventures vigilante comes out swinging.

Feats are mixed for me. Some run into the problem of feat taxes while a couple feats seem to be a different approach to a previously released feat.

Spells and items were mostly a gloss-over for me. Each spell and item aides players in different aspects as expected. There were not really anything in these sections that screamed to me a "must have" for my next character. Some spells also come off as being able to ruin a GMs plan. Not because they are powerful. Rather these few spells are like skipping a few chapters ahead in a book because your need to know outways your interest in the story. With spoilers about the latest shows and movies posted EVERYWHERE, spells like greater detect magic are a painful reminder.

Finally, the new mechanics presented within this book are... okay. They serve as nice suggestions and advice for experienced GMs and players. A new GM trying to implement the expanded mechanics found in chapters 3 and 4 might struggle to assign DCs and putting together an appropriate challenge. I think these sections could have included fuller examples at the very least for new GMs; just something to model after.

The book scores about average for me (65 out of 100 points). This is definitely the weakest book in the Ultimate line, but still worth adding to a collection (at least in pdf form).

For a full review and how I determined my score: Ultimate Intrigue Product Review.


Ultimate Failure!

1/5

GOOD:
-Metamorph Alchemist Archetype, Umbral Stalker Inquisitor Archetype, Cipher Investigator Archetype.
-Crime Inquisition.
-10 out of 107 Feats: Fleeting Spell, Improved Bravery, Measure Foe, Ranged Feint, Sliding Dash, Studied Spell, Stylized Spells, Swipe and Stash, Unimpeachable Honor, Walking Sleight.

BAD:
-The Vigilante Archetypes are confused, most are underpowered/unplayable ones only usable for NPCs (for example: the "Hulking Brute" - think Marvel´s Hulk - archetype which grows large but does NOT get any strenght bonus).
-97 Feats are underpowered/superspecialized and complicated.
-most of the 101 spells just suck.

UGLY:
-The vigilante is a character concept, that doesn´t work without a given concept for the discovery of his secret identity - it is nowhere mentioned what happens in that occasion!!!
-Chapter 3 is overcomplicated, yet useless.
-Verbal Dueling makes roleplay obsolete and is boring.

Resume:
Über-specific rules that are useless in a normal game and spells like "Greater detect magic" make it a nightmare being the DM.
The first Pathfinder Hardcover book that i would absolutely not recommend.


Solid Book

5/5

Chapter 1:

This includes the new Vigilante Class and a wide variety of Archetypes for many Classes. It's a really solid chapter, all things considered. Vigilante's a good class in any game that actually uses social skills, and a really good one in any game that stays in populated areas for a while before moving on.

The archetypes are a mixed bag in terms of quality (as is inevitable when there are this many), with some definite duds in there, but there are a couple of Rogue Archetypes that actually make Rogues excellent skill characters, a Swashbuckler Archetype that trades Charmed Life for a more reliable bonus vs. mind effecting stuff, and good socially or urban focused archetypes for a lot of different Classes. The Vigilante archetypes are all solid, too (with one exception).

All told, very good chapter.

Chapter 2:

Where the Feats are. The Feats are mostly fairly niche, or focused on purely social stuff (and a disproportionate number have Persuasive or Deceitful as a prerequisite), but many are good for a specifically focused game on, well, Intrigue. But even for as more typical Pathfinder game, there are several very nice Feats included (a line that enhances Bravery, allowing it to apply to far more things, and allowing you to provide it to your allies is particularly notable).

Solid, if not remarkable chapter.

Chapter 3:

This chapter discusses how to actually run intrigue games, and includes various subsystems for Leadership, Heists, Influencing people, and the like. It also includes an amazing ten pages on how some of the game's more troublesome spells actually operate. That section would almost be worth the price of admission all by itself for many GMs.

Very good chapter indeed, probably the best in the book.

Chapter 4:

Focuses on social conflicts of various sorts. It includes an interesting subsystem for verbal dueling, for example. But the best bit is the ten pages on skill interactions, which clarify such things as when someone is unaware of an opponent, what you can get people to do by making them like you with Diplomacy, and what happens when you pass a Bluff check to say the sky is green. It's another invaluable bit for GMs everywhere.

Also very nice, probably the second best chapter.

Chapter 5:

The spells chapter. Seems like a pretty typical spells chapter, though obviously with an intrigue/social focus.

Looks to be perfectly acceptable as spell chapters go.

Chapter 6:

The Equipment chapter. The mundane equipment is cool enough (wrist-mounted dart launchers are neat), and some of the magic items are really nice, especially for GM use (the armor that makes you a duplicate of someone else, including for scrying purposes, is especially neat).

Nothing super exceptional for PCs, but a solid chapter.


I really like this one.

4/5

I found the vigalante interesting and a fun class. I had no problems with any of the skills or feats but then i am not an optimized player so a feat thats not all that useful but fun doesnt bother me. The advise section was a bit vague and for an experienced player not as useful as i would haved. All in all i am happy with my purchase.


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Pathfinder Adventure Path Subscriber

Personally i want to see how they tackle heists. Its something i have wanted to see done well and approached in a way that is not just a dungeon crawl full of traps and guards to swipe loot.


Are you thinking of Ocean's Eleven type scenarios where there is a lot of trickery involved?


Absolutely. Intrigue implies conflict.


Pathfinder Adventure Path Subscriber
Gisher wrote:
Are you thinking of Ocean's Eleven type scenarios where there is a lot of trickery involved?

"Working as a team to steal a valuable object or vital piece of information." Sounds very Ocean's Eleven to me. Let me have the fantasy of running a game like an episode of Leverage.


Hey Mark, do you care to weigh in on the comments in this thread about the current/upcoming state of the Vigilante class? Supposedly the different specializations will be split off into archetypes?

Designer

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Midnight Phil wrote:
Hey Mark, do you care to weigh in on the comments in this thread about the current/upcoming state of the Vigilante class? Supposedly the different specializations will be split off into archetypes?

Basically, it's what Jason said at Dragoncon: The playtest version was too scattershot and fragmented, so now many vigilante talents are available for all, and the only split in the initial class is stalker vs avenger, each of which has some unique talents. Archetypes come with their own unique talents and special abilities, and there's more than just zealot and warlock in the archetypes section.


Wow! Thanks, Mark. Nicely customized class, it would appear.


Mark Seifter wrote:
Midnight Phil wrote:
Hey Mark, do you care to weigh in on the comments in this thread about the current/upcoming state of the Vigilante class? Supposedly the different specializations will be split off into archetypes?
Basically, it's what Jason said at Dragoncon: The playtest version was too scattershot and fragmented, so now many vigilante talents are available for all, and the only split in the initial class is stalker vs avenger, each of which has some unique talents. Archetypes come with their own unique talents and special abilities, and there's more than just zealot and warlock in the archetypes section.

Ah, thanks for clearing that up! I'd only heard second-hand about Jason's comments, and wasn't having any luck tracking them down myself. I'm sure there's someplace obvious I should've looked. ^_^;


Mark Seifter wrote:
Midnight Phil wrote:
Hey Mark, do you care to weigh in on the comments in this thread about the current/upcoming state of the Vigilante class? Supposedly the different specializations will be split off into archetypes?
Basically, it's what Jason said at Dragoncon: The playtest version was too scattershot and fragmented, so now many vigilante talents are available for all, and the only split in the initial class is stalker vs avenger, each of which has some unique talents. Archetypes come with their own unique talents and special abilities, and there's more than just zealot and warlock in the archetypes section.

I don't suppose you can also spill the beans on whether the magic-themed archetypes still have talent-based spellcasting? O:)

Designer

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Midnight Phil wrote:
Mark Seifter wrote:
Midnight Phil wrote:
Hey Mark, do you care to weigh in on the comments in this thread about the current/upcoming state of the Vigilante class? Supposedly the different specializations will be split off into archetypes?
Basically, it's what Jason said at Dragoncon: The playtest version was too scattershot and fragmented, so now many vigilante talents are available for all, and the only split in the initial class is stalker vs avenger, each of which has some unique talents. Archetypes come with their own unique talents and special abilities, and there's more than just zealot and warlock in the archetypes section.
I don't suppose you can also spill the beans on whether the magic-themed archetypes still have talent-based spellcasting? O:)

The beauty of archetypes is you can just give something spellcasting and take away other things without creating a horribly byzantine set of class charts.


Mark Seifter wrote:
Midnight Phil wrote:
Mark Seifter wrote:
Midnight Phil wrote:
Hey Mark, do you care to weigh in on the comments in this thread about the current/upcoming state of the Vigilante class? Supposedly the different specializations will be split off into archetypes?
Basically, it's what Jason said at Dragoncon: The playtest version was too scattershot and fragmented, so now many vigilante talents are available for all, and the only split in the initial class is stalker vs avenger, each of which has some unique talents. Archetypes come with their own unique talents and special abilities, and there's more than just zealot and warlock in the archetypes section.
I don't suppose you can also spill the beans on whether the magic-themed archetypes still have talent-based spellcasting? O:)
The beauty of archetypes is you can just give something spellcasting and take away other things without creating a horribly byzantine set of class charts.

Intriguing... (pun intended) Looking forward to reading the full version. :) Thanks Mark!


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Mark Seifter wrote:
Midnight Phil wrote:
Mark Seifter wrote:
Midnight Phil wrote:
Hey Mark, do you care to weigh in on the comments in this thread about the current/upcoming state of the Vigilante class? Supposedly the different specializations will be split off into archetypes?
Basically, it's what Jason said at Dragoncon: The playtest version was too scattershot and fragmented, so now many vigilante talents are available for all, and the only split in the initial class is stalker vs avenger, each of which has some unique talents. Archetypes come with their own unique talents and special abilities, and there's more than just zealot and warlock in the archetypes section.
I don't suppose you can also spill the beans on whether the magic-themed archetypes still have talent-based spellcasting? O:)
The beauty of archetypes is you can just give something spellcasting and take away other things without creating a horribly byzantine set of class charts.

I was really interested in the Warlock. Then the playtest came and I stopped being interested. Now I'm interested again. :)


What about the amount of time it takes you to change identities? Did it become shorter?

Designer

Axial wrote:
What about the amount of time it takes you to change identities? Did it become shorter?

That actually already happened part way through the playtest.

Contributor

April seems so far away... *stares forlornly at his PFS warlock, gathering dust in his binder*


So, given the nature of intrigue, I was wondering if we should be looking forward to anything that will introduce new methods and options for casting spells in covert and subtle ways?

There's quite a few spells already that you would think were perfect for being all sneaky with, and they are. ...except that from what I've recently learned, casting a spell is done with clearly-spoken words (As opposed to being murmured under your breath), showy hand movements and gestures, followed by an obvious light-show.

None of which really seems to grab me as being sneaky, subtle, or suited for covert work. >>;

I know the Cunning Caster feat supposedly helps deal with that to a degree, but it's a fairly steep feat-investment (Still Spell, Silent Spell, Eschew Materials, Deceitful, and then Cunning Caster itself) to mitigate all those various penalties.

So yeah... I'm not sure about other people, but I'd welcome a few alternative ways to go about being sneaky-casty that doesn't involve such a heavy investment of feats.


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It's is a shame that the vigilante is the only new class, would have love some more skill focused classes and a non-spellcaster shape changer class would have fit as well.


So Mark, if the revamped class needs any more playtesting...

Lantern Lodge RPG Superstar 2014 Top 4

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Dragon78 wrote:
It's is a shame that the vigilante is the only new class, would have love some more skill focused classes and a non-spellcaster shape changer class would have fit as well.

I like you, Dragon78. We have some similar ideas ;)


As long as there are ways to counter powerful divination used in the game that make Intrigue play practically not fun and extremely difficult, I will be happy. Things like Discern Shapechanger and True Seeing make it difficult and Nondetection can be beaten with caster level checks.


I hope the avenger vigilante at least keeps the full BAB from the playtest.

Liberty's Edge

This is the book that helps simplify the ideas behind more complicated scemes and plans, opening up the potential damage that a rogue or manipulator can do. The scheming works both ways though, as inquisitors and investigators can potentially uncover and unravel the webs that stretch across the great cities.

I wonder if reputation and influence with certain groups can be used in some way to help or hinder the actions of certain parties. Say you are planning on performing a heist. How do you get the floor plans? Will guards become a factor? Who is the fence and can they be trusted? How are you getting in, and then going to make a getaway? Do you leave a calling card? All of these things are factors that might require manipulating the web of favours owed and debts to pay off later.

And then there's the vigilante. Able to subtly(or unsubtly) affect the web in ways a rogue or fighter cannot pull of as easily. If the house jewel of thrune goes missing and everybody knows it was the rogue that hangs out at 'the hangmans jig', chances are the rogue will need to skip town or lay low until they stop searching for the rogue. If however it was stolen by the legendary phantom theif, Masqurade, then an investigation to track down the phantom theif is started, which gives the phantom thief time to don civies and vanish into the crowd, stolen gem in tow, to make some good money and go back to the life of a humble museum curator. And they might never find out how he did it.

Liberty's Edge

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Marco Massoudi wrote:


I am much more excited for ULTIMATE HORROR!

I would be excited for that to, but I'm not sure what kinds of characters you could play. An alchemist specialising in strange devices? A gunslinger wielding a possessed/cursed firearm? A creature born on the mortuary slab? A practicioner of unstable dark magics? So many option, and what sort of rules to go with it. Fear is defiantly a factor, as might the old sanity play a part. One does not face down Cthulhu and not lose ones head(figuratively or literally).

My guess is that a fear system could be introduced, and players could pick up a phobia for a bonus during character creation. The downside of having a phobia, any time you encounter a thing that triggers the phobia, you need to take a check to act normally at the start of the combat. If you fail, a roll on the fear chart happens and the character could end up frozen with fear for a few rounds, backing away involuntarily, suffering penalties to checks for some time, or even going insane with fear. It's not always bad though, sometimes you get bonuses for that encounter. So it's kind of a mixed curse/blessing. While it could be cool to have the undead phobia fueled barbarian being able to face their fears and come out stronger, it could also be really bad if the arachnophobic cleric suddenly goes catatonic in the face of a spider swarm and its monsterous brood mother.

My point is that we won't know until it happens. But we can always hope. ;)


ErisAcolyte-Chaos jester wrote:


My guess is that a fear system could be introduced, and players could pick up a phobia for a bonus during character creation. The downside of having a phobia, any time you encounter a thing that triggers the phobia, you need to take a check to act normally at the start of the combat. If you fail, a roll on the fear chart happens and the character could end up frozen with fear for a few rounds, backing away involuntarily, suffering penalties to checks for some time, or even going insane with fear. It's not always bad though, sometimes you get bonuses for that encounter. So it's kind of a mixed curse/blessing. While it could be cool to have the undead phobia fueled barbarian being able to face their fears and come out stronger, it could also be really bad if the arachnophobic cleric suddenly goes catatonic in the face of a spider swarm and its monsterous brood mother.

I hope not, there are already rules for phobias and getting them as an insanity.

Liberty's Edge

Milo v3 wrote:
ErisAcolyte-Chaos jester wrote:


My guess is that a fear system could be introduced, and players could pick up a phobia for a bonus during character creation. The downside of having a phobia, any time you encounter a thing that triggers the phobia, you need to take a check to act normally at the start of the combat. If you fail, a roll on the fear chart happens and the character could end up frozen with fear for a few rounds, backing away involuntarily, suffering penalties to checks for some time, or even going insane with fear. It's not always bad though, sometimes you get bonuses for that encounter. So it's kind of a mixed curse/blessing. While it could be cool to have the undead phobia fueled barbarian being able to face their fears and come out stronger, it could also be really bad if the arachnophobic cleric suddenly goes catatonic in the face of a spider swarm and its monsterous brood mother.
I hope not, there are already rules for phobias and getting them as an insanity.

Please tell me where I can find them.

Silver Crusade Contributor

ErisAcolyte-Chaos jester wrote:
Milo v3 wrote:


I hope not, there are already rules for phobias and getting them as an insanity.
Please tell me where I can find them.

Gamemastery Guide, page 250. On the PRD here. ^_^


All I really know is that I will be picking this up when it drops. This sort of thing is what I have in the background and whether the PCs pick up on it or not is up to them. And the idea of letting them take part in those sort of thing is just the icing on the cake. Although I do hope that it will include stuff for adding elements of the espionage or spy genre to the game as well.


I will be getting this one because I get almost every hardcover book that comes out.

Liberty's Edge

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This is for the picaresque heroes, the rogues and manipulators of lives. The ones that don't win every battle, but can win wars before they even happen. I like this for the other options that help tie the players to a set place and people to relate to. The priest or farmer might not be able to lend a lot of gold pieces to the players for their efforts, but they could offer a place of refuge, cheaper healing or minor supplies, maybe even putting in a good word if things don't go as well and the guards try to haul you away.

A little influence can go a long way for getting things done more easily, and with a lot... Well expect more than just free drinks, guards looking the other way, and groups of people that will give you things or lend a hand. Enough influence, and you won't even need a crown to have the city at your fingertips.


Hmm, that cover art. Let me guess, he's the Mad Barber of Absalom, who wanders the streets at night giving free shaves to unsuspecting citizens?


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Pathfinder Starfinder Roleplaying Game Subscriber

"Who knows what evil lurks with the ingrown hairs of men? The BARBER knows!"

Dark Archive

"The Vigilante - a new character class that lives two lives."

I can already see two problems with this class:

1: Does he still need 8 hours of sleep plus 1 hour of spell-preparation or does he get a build-in lesser restoration? The ability to go without much sleep (only about 4 hours) would need to be fairly low-level.
Which brings us to the next problem:

2: How does he explain constant wounds and how does he regenerate them without getting 8 hours of sleep?
It may be possible once or twice to explain it with a riding accident or to disguise them but only with light wounds.
So the vigilante needs a fast healing ability that works out of combat like a stance. Something like 1 hp per level per 10 minutes.

Liberty's Edge

Marco Massoudi wrote:

"The Vigilante - a new character class that lives two lives."

I can already see two problems with this class:

1: Does he still need 8 hours of sleep plus 1 hour of spell-preparation or does he get a build-in lesser restoration? The ability to go without much sleep (only about 4 hours) would need to be fairly low-level.
Which brings us to the next problem:

2: How does he explain constant wounds and how does he regenerate them without getting 8 hours of sleep?
It may be possible once or twice to explain it with a riding accident or to disguise them but only with light wounds.
So the vigilante needs a fast healing ability that works out of combat like a stance. Something like 1 hp per level per 10 minutes.

This is probably where influence and contacts come in. Batman has Alfred to help patch up his wounds as well as covering for him when his identity is about to be revealed. No vigilante flies completely solo, since there are always a number of people that help support the efforts of the vigilantes. If the vigilante is in a party, then they probably know the identity of their ally, and can help cover for him.

And as for wounds... this is a setting with monsters, killers and heroes. If you get injured by a guard or something, the guard isn't necessarily going to hunt you down immediately. you have some time to find a safe spot, address the wound, change out of vigilante guise, and find some rest or healing. If you can pay them, they aren't so likely to question you about where you got the wounds, as much as treating them. you are only in trouble you pass out in the middle of the street while wearing the vig outfit, other wise you should be able to get some medical attention, or at least be ignored by the guards going after you. Because they are after the vig, not some poor sap that is lying bleeding in the street.

Liberty's Edge

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Eric Hinkle wrote:
Hmm, that cover art. Let me guess, he's the Mad Barber of Absalom, who wanders the streets at night giving free shaves to unsuspecting citizens?

2 jokes i can make.

1. so like Sweeney Todd, except with less singing and instigating of unaware cannibalism, and more sneaking, stalking and throat slashing.

2.Shave and a hair cut. TO BITS!

In all fairness, he could also be the Shadowy Slasher of Stonebridge. i totally made that up but you get the idea, we have no real idea who this character could be(or at least i don't).


Marco Massoudi wrote:

"The Vigilante - a new character class that lives two lives."

I can already see two problems with this class:

1: Does he still need 8 hours of sleep plus 1 hour of spell-preparation or does he get a build-in lesser restoration? The ability to go without much sleep (only about 4 hours) would need to be fairly low-level.
Which brings us to the next problem:

2: How does he explain constant wounds and how does he regenerate them without getting 8 hours of sleep?
It may be possible once or twice to explain it with a riding accident or to disguise them but only with light wounds.
So the vigilante needs a fast healing ability that works out of combat like a stance. Something like 1 hp per level per 10 minutes.

I see an interesting opportunity for a class-specific ability where active hours spent in the non-combat role allow faster healing. It could incentivize a good balance between Roleplaying in both guises.

Could probably abuse it in lots of ways, but I bet there are clever ways to make it work.


Cytonus wrote:

So, given the nature of intrigue, I was wondering if we should be looking forward to anything that will introduce new methods and options for casting spells in covert and subtle ways?

There's quite a few spells already that you would think were perfect for being all sneaky with, and they are. ...except that from what I've recently learned, casting a spell is done with clearly-spoken words (As opposed to being murmured under your breath), showy hand movements and gestures, followed by an obvious light-show.

None of which really seems to grab me as being sneaky, subtle, or suited for covert work. >>;

I know the Cunning Caster feat supposedly helps deal with that to a degree, but it's a fairly steep feat-investment (Still Spell, Silent Spell, Eschew Materials, Deceitful, and then Cunning Caster itself) to mitigate all those various penalties.

So yeah... I'm not sure about other people, but I'd welcome a few alternative ways to go about being sneaky-casty that doesn't involve such a heavy investment of feats.

I mentioned this exact same topic over in the Arcane Anthology book in this same sub-forum.

It looks like there's a few upcoming Paizo titles (including this one) that would have the chance to re-address this problematic approach to having thematicly-viable "Stealthcasters".


Pathfinder Starfinder Roleplaying Game Subscriber
Crai wrote:
Cytonus wrote:

So, given the nature of intrigue, I was wondering if we should be looking forward to anything that will introduce new methods and options for casting spells in covert and subtle ways?

There's quite a few spells already that you would think were perfect for being all sneaky with, and they are. ...except that from what I've recently learned, casting a spell is done with clearly-spoken words (As opposed to being murmured under your breath), showy hand movements and gestures, followed by an obvious light-show.

None of which really seems to grab me as being sneaky, subtle, or suited for covert work. >>;

I know the Cunning Caster feat supposedly helps deal with that to a degree, but it's a fairly steep feat-investment (Still Spell, Silent Spell, Eschew Materials, Deceitful, and then Cunning Caster itself) to mitigate all those various penalties.

So yeah... I'm not sure about other people, but I'd welcome a few alternative ways to go about being sneaky-casty that doesn't involve such a heavy investment of feats.

I mentioned this exact same topic over in the Arcane Anthology book in this same sub-forum.

It looks like there's a few upcoming Paizo titles (including this one) that would have the chance to re-address this problematic approach to having thematicly-viable "Stealthcasters".

Well, they said in the FAQ in question that, "Special abilities exist (and more are likely to appear in Ultimate Intrigue) that specifically facilitate a spellcaster using chicanery to misdirect people from those manifestations and allow them to go unnoticed, but they will always provide an onlooker some sort of chance to detect the ruse."

So it seems quite likely that there will be some abilities along those lines, though how open they will be to all classes is hard to say.


I certainly hope so. Because the current Cunning Caster pathway is extremely burdensome to implement ... and for the buildcrafting cost it incurs, it has a very low bang-for-the-buck return value.

I can't honestly imagine anybody actually going the Cunning Caster path in a serious stealthcasting build.


Crai wrote:

I certainly hope so. Because the current Cunning Caster pathway is extremely burdensome to implement ... and for the buildcrafting cost it incurs, it has a very low bang-for-the-buck return value.

I can't honestly imagine anybody actually going the Cunning Caster path in a serious stealthcasting build.

Oh, I'm definitely using it. Psychic casters get the full benefit from just two feats, which is a much better deal.


QuidEst wrote:
Crai wrote:

I certainly hope so. Because the current Cunning Caster pathway is extremely burdensome to implement ... and for the buildcrafting cost it incurs, it has a very low bang-for-the-buck return value.

I can't honestly imagine anybody actually going the Cunning Caster path in a serious stealthcasting build.

Oh, I'm definitely using it. Psychic casters get the full benefit from just two feats, which is a much better deal.

What two Feats? (I could probably check myself but away from books and lazy) :)


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Coffee Demon wrote:
QuidEst wrote:
Crai wrote:

I certainly hope so. Because the current Cunning Caster pathway is extremely burdensome to implement ... and for the buildcrafting cost it incurs, it has a very low bang-for-the-buck return value.

I can't honestly imagine anybody actually going the Cunning Caster path in a serious stealthcasting build.

Oh, I'm definitely using it. Psychic casters get the full benefit from just two feats, which is a much better deal.
What two Feats? (I could probably check myself but away from books and lazy) :)

Cunning Caster and its prerequisite, Deceitful.

Liberty's Edge

I wonder if social encounters rules could also include social camouflage. I mean at a masked ball, or in the hustle and bustle of a busy market or crowd, there are lots of people to hide behind or intermingle with to help throw pursuers and guards off track, at the same time you might want to send a message without creating a scene(if the player is yelling out 'I'm a member of the rebellion, do you have anything I can do', people are going to notice-like spies and investigators that are also hidden among the crowd, since if you are doing any secretive/illegal activity, you need to inform your contacts that it's been done and get payed as well.


Mark Seifter wrote:
The beauty of archetypes is you can just give something spellcasting and take away other things without creating a horribly byzantine set of class charts.

... oh g#+ d%~nit you actually did it didn't you. You took the advice of all the whiners and took away talents in favor of more spells. God forbid my build of stopping at level 2 spells and then going full gish be given any consideration.

Liberty's Edge

i wonder how verbal dueling is going to influence the way a rouge or other characters with the gift of the gab might be able to mess with people. Maybe you could confuse an enemy so badly they might need to spend some time alone in the barracks to reorganise their thoughts. Or perhaps you can use it to win a verbal, non-violent duels.

I Hope so, since it would be interesting to be able to solve disputes without going straight to the blades, but also coming out ahead.


ErisAcolyte-Chaos jester wrote:

i wonder how verbal dueling is going to influence the way a rouge or other characters with the gift of the gab might be able to mess with people. Maybe you could confuse an enemy so badly they might need to spend some time alone in the barracks to reorganise their thoughts. Or perhaps you can use it to win a verbal, non-violent duels.

I Hope so, since it would be interesting to be able to solve disputes without going straight to the blades, but also coming out ahead.

Oh, but the damage optimizers might hate that! ;P Role-players would love it.


I do hope that the new social systems wont require players to take any additional feats to do it and that it will just be additive.

Designer

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Milo v3 wrote:
I do hope that the new social systems wont require players to take any additional feats to do it and that it will just be additive.

Our thought overall is that you should always be able to use these things additively, though we're not averse to feats existing that might give someone who loves that system an edge. Also, we gave instructions that any archetypes that might tie into these systems should trade out for a combination of a cool power that doesn't involve the system and a cool power that involves the system, so that way someone who isn't using a given system still gets something cool for each trade-off.


Mark Seifter wrote:
Our thought overall is that you should always be able to use these things additively, though we're not averse to feats existing that might give someone who loves that system an edge. Also, we gave instructions that any archetypes that might tie into these systems should trade out for a combination of a cool power that doesn't involve the system and a cool power that involves the system, so that way someone who isn't using a given system still gets something cool for each trade-off.

That sounds like a good way to handle it.


FedoraFerret wrote:
Mark Seifter wrote:
The beauty of archetypes is you can just give something spellcasting and take away other things without creating a horribly byzantine set of class charts.
... oh g*% d!~nit you actually did it didn't you. You took the advice of all the whiners and took away talents in favor of more spells. God forbid my build of stopping at level 2 spells and then going full gish be given any consideration.

Maybe. Or maybe the base class has Hidden Strike and that's what archetypes trade away.

But I agree, being able to take spells to a given level and then take no more would be cool.

Community & Digital Content Director

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Updated with final cover image and description!

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