Pathfinder Campaign Setting: Inner Sea Intrigue (PFRPG)

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

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

Among the secrets revealed within are:

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

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

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

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Excellent Addition to Many Campaigns

5/5

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

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

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

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

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

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

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


Intrigue, intrigues intriguingly.

5/5

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


4/5

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

My favorites:

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

The Investigator and Rogue talents had some good abilities.

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

Several good archetypes.

The magical items section is unusually strong.

The spell selection is pretty good.

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


3/5

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


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Lord Gadigan wrote:

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

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

Edit:

** spoiler omitted **

Is there a Vigilante archetype that replaces the vigilante (or social) identity?

Dark Archive

No. Anaphexia Thought-Killer is the only Vigilante Archetype in here, and while it restricts the social identity to a Pharasmin priest with a vow of silence and has some powers that work across the two, it doesn't remove either.


Lord Gadigan wrote:
No. Anaphexia Thought-Killer is the only Vigilante Archetype in here, and while it restricts the social identity to a Pharasmin priest with a vow of silence and has some powers that work across the two, it doesn't remove either.

Yeah, I figured.

Spoiler:
How about the 'gadgeteer' alchemist? What does it gain and what gets replaced?


Can we get some information on that enchanting courtesan PrC?


So how does the Bonded Investigator look?

Dark Archive

Tinkerer:
Tinkerer - Loses Mutagen, Swift Poisoning, Poison Resistance +6, Poison Immunity, and Persistent Mutagen. Gains a customizable clockwork familiar and the ability to spend an hour and required gold to make any non-charge-based, non-consumable Wondrous Item with no prereqs or crafting checks; can spend an hour to disassemble the item and salvage half the item's value from it, only the Tinkerer can use the item, it works for a number of hours per day equal to the tinkerer's Alchemist Level, and only one of these custom items can be built at a time. It's also nonmagical so far as I can tell, meaning it works in antimagic fields and the like. The item-creation straddles the line between somewhat-restrictive and crazy-versatile-super-good; I'm pretty sure that some build is going to pop up some time that does something astounding with it.

Enchanting Courtesan:
Enchanting Courtesan - All levels save the first give spellcasting, 6+Int skill points, gains the ability to covertly use enchantment and divination, gains some poison/mind-affecting touch effects. Meant to be a sneaky caster, essentially. Looks better than the existing options for hiding spells and seems to partially stack with them. I'm still unsure of how I feel about the baseline-detectability of spells, but for those groups looking for a caster to sneakily cast while those rules are in play, this should help some.

Bonded Investigator:
Bonded Investigator - Loses poison stuff and delays Studied Strike in exchange for a familiar that gets the ability to use Inspiration and upgrades itself to an Improved Familiar.


Yes! Thank you, Lord Gadigan!

Silver Crusade

Eep. Delayed studied strike. Like waiting til level 4 on an investigator isn't painful enough already.


Hmm, would someone be willing to list the new social talents - and their prerequisites - for the vigilante? I'm also curious about what the new summoner archetype does. Alas, probably already on too many subscriptions, will just have to wait for my copy of this to ship to me...


Eh, delay it further and at that point you can just admit to yourself that you're not going to be relevant in combat and move on with the rest of your life. Embrace being Shaggy and Scooby.


QuidEst wrote:
Eh, delay it further and at that point you can just admit to yourself that you're not going to be relevant in combat and move on with the rest of your life. Embrace being Shaggy and Scooby.

I suppose it depends on how long the delay is. I think that THF with decent Strength + Mutagen + Power Attack + Studied Combat + possibly(Extracts) + possibly(Inspiration) will let you contribute a bit to combat for a few more levels before you get Studied Strike.

Grand Lodge

Tell me more about this ninja archetype.

Silver Crusade

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theWasp wrote:
Tell me more about this ninja archetype.

It does ninja stuff.

Silver Crusade

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Rysky wrote:
theWasp wrote:
Tell me more about this ninja archetype.
It does ninja stuff.

It's called the Frozen Shadow (Jade Regent says HAI GUISE! :3).

It alters Ki to be able to survive in cold weather, and gets better (and better) at tracking and seeing through disguises.

Alters Skills, Ki, and gives up Uncanny Dodge and Improved Uncanny Dodge.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

How does the new Lion Blade compare to the old one?

Silver Crusade

Xethik wrote:
How does the new Lion Blade compare to the old one?

Sorry, couldn't really tell ya since I never looked at the old one.


Lord Gadigan wrote:
Information about the archetypes and Enchanting Courtesan PrC.

Thank you for the descriptions.


What kind of abilities does the Anaphexia Thought-Killer have?

What kind of abilities does the Lion Blade have?


Irnk, you should probably delete that post. Subscribers are allowed to answer questions and paraphrase things, but no full-blown copy-paste until the street date.

Designer

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QuidEst wrote:
Irnk, you should probably delete that post. Subscribers are allowed to answer questions and paraphrase things, but no full-blown copy-paste until the street date.

I've taken care of it. Thanks for noting it Quid.

Paizo Employee Developer

1 person marked this as a favorite.

While answering other customers' questions about a book's contents is fine, copying and pasting the text of the book is not really appropriate in the book's own product thread. Please keep the discussion about the contents rather than reprinting the contents themselves. Thanks!

Edit: Thanks, Other Mark!

Designer

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M-m-m-mark combo!


Acheivement Unlocked: Double Marks

Designer

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Ventnor wrote:
Acheivement Unlocked: Double Marks

Perhaps the achievement is instead named "Top Marks" ?


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

C-c-c-c-combo breaker!

Rysky wrote:
Xethik wrote:
How does the new Lion Blade compare to the old one?
Sorry, couldn't really tell ya since I never looked at the old one.

Are the prerequisites still Inspire Competence and +2d6 Sneak Attack? Less than exciting feat prereqs?

For reference, here is the 3.5 version of the class.

Not expecting a rundown of differences, but just in case you are curious!

PS: Lots of thanks for even amusing us plebs!


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Mark Moreland wrote:

While answering other customers' questions about a book's contents is fine, copying and pasting the text of the book is not really appropriate in the book's own product thread. Please keep the discussion about the contents rather than reprinting the contents themselves. Thanks!

Edit: Thanks, Other Mark!

Gotcha, sorry.

Axial wrote:

What kind of abilities does the Anaphexia Thought-Killer have?

What kind of abilities does the Lion Blade have?

Anaphexia Thought-Killer (Vigilante Archetype):

Tongue Sacrifice (Su):As was stated earlier, the Social identity has to be that of a Pharasmin Priest who has been believed to take a vow of silence. In the process of assuming the Vigilante identity, the Anaphexia Thought-Killer ritually cuts out their own tongue. They get a 1/day Regeneration, as the spell, specifically for re-growing their tongue. Icky.
Monastic Communication (Ex): At 2nd level, an Anaphexia thought-killer gets a bonus to passing information along silently. This replaces their 2nd level Social talent.
Silent to Magic (Su): At 6th level, an Anaphexia thought-killer is protected for mind-reading effects while in their social identity. This replaces their 6th level social talent.
Thought-Scent (Su): At 7th level, an Anaphexia thought-killer gets really esoteric & funky. They are able to smell if someone knows something they don't want them to know. It's weird. This replaces their 7th level Vigilante talent.
False Reading (Su): At 15th level, an Anaphexia thought-killer basically gets to make a Bluff check anytime anyone tries reading their mind, in either identity. If they win, the mind-reader only gets what they want them too.


Lion Blade Abilities:

Bardic Performance:Lion Blades get to add their Lion Blade levels to their Bard levels to determine total Bardic Music rounds. They also get some new Bardic Performances...
Inspiring Poise (Ex): the Lion Blade gives themselves a competence bonus in specific skill checks as long as they maintain their performance.
Dirge of Misfortune (Su):Acts a lot like the Witch hex.
Master of Disguise (Ex): A Lion Blade takes no penalties on Disguise checks to change her gender, race, or age.
Move with the Crowd (Ex):Lion Blades get to terrain effects from crowds
Slowing Strike (Su):Lion Blades get additional Sneak attack damage & they can sacrifice some of that to give their target movement penalties.
Unexpected Suggestion (Su):The Lion Blade gets to hit a flat-footed target with Suggestion once a day.
Expeditious Advance (Ex):The Lion Blade gets to increase their movement speed by 10'. Hey Paizo, you might want to check the wording on this one. It seems like you have either redundant, or contradictory wording here.
Perfect Surprise (Ex):In the right circumstances, the Lion Blade can knock a target unconscious with a sneak attack.
Crowd Strike (Ex):This one is icky. They get to take advantage of crowds for the purposes of flanking & other, similar effects.
Secret Step (Ex): Eventually, the Lion Blade actually moves faster through crowds than they do through clear spaces...
Cloud the Mind (Su): If someone manages to see through the Lion Blades disguise, the Lion Blade still has a chance to affect what they percieve.
Narrow Miss (Su): The Lion Blade gets some X uses/per day concealment.
Grandmaster of Disguise (Ex): the Lion Blade can start making Disguise checks without Magic or Disguise kits.
Silent Soul (Ex): the Lion Blade gets a bonus to Stealth checks & a funky kind of SR against Mind-affecting effects. Instead of causing them to fail outright, the Lion Blade gets to cause them to seem to work...


Since I don't know if the guy who asked before read my post...
Vigilante Social Talents:

Bellflower Innuendo (Ex): You can pass information along secretly just as quickly as you could if you weren't being covert. If someone is trying to use magic to decode what you are saying, they have to make a caster check vs. a DC affected by your Vigilante level.
Companion to the Lonely (Ex): Contrary to Rysky's statement, it doesn't have to be sex, so the 'box 'o' kittens' option totally works.
Discreet Inquiries (Ex): By taking longer about it, the Vigilante can basically make Gather Knowledge checks without worrying that other people will notice that they were asking around about things.
[not being sarcastic]Very helpful. You can just bet that my Vigilant character, if I ever play one will have this.[/not being sarcastic]
Kalistocrat’s Acumen (Ex): This is the only one which seems to have pre-reqs to pick up. Basically, you have to follow the precepts of the Kalistocracy, but if you do you get to treat the population center you are in as being larger & wealthier that it is for the purposes of what you can find there. It gets bigger as you go up in level.

God Caller (Summoner Archetype):

As has been stated before, this archetype is good for either the original or the unchained versions of the class.
Simplistically, you switch out a few class skills, you get to use Guidance, the Orison, at-will; but the distance that your Eidolon can travel from you drops down to 50' instead of 100'. You also replace transposition with a beneficial re-roll on a couple social skills as long as you & your eidolon are close enough that they could ordinarily perform aid-other actions for you. Finally, you replace Aspect with uses of clairaudience/clairvoyance.. It starts at 1/day, but goes up about every four levels after tenth.
Edit: You also switch-out Greater Aspect for your Eidolon to be considered Epic damage for DR purposes & at 20th level you replace twin Eidolon with the ability to use Overwhelming Presence three times a day. Unfortunately, the save DC is based on your Eidolon's CHA mod, not yours. Hrm.

Finally, I want to thank Paizo for updating one of my favorite, creepiest spells you ever came up with, Recorporeal Incarnation. I loved that spell & really, this is the perfect source-book to bring it back in, thanks.


Wait- it looks like all the levels are backwards for the Vigilante archetype. Social talents should be odd, not even. Should everything be moved ahead one level?


I did see the original and gave my thanks, but it got deleted - probably because I quoted your post - so thanks again.

Silver Crusade

@Irnk, went and reread the talent, and it does specifically call out "physical pleasure".


2 people marked this as a favorite.
Rysky wrote:
@Irnk, went and reread the talent, and it does specifically call out "physical pleasure".

Moral of the story is that every vigilante needs a succubus for stress-relief.

...also, is it just me, or is Companion to the Lonely extremely appealing for a Brute Vigilante with the Will save rerolls?

Silver Crusade

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Luthorne wrote:
Rysky wrote:
@Irnk, went and reread the talent, and it does specifically call out "physical pleasure".
Moral of the story is that every vigilante needs a succubus for stress-relief.

Yes.

Luthorne wrote:
...also, is it just me, or is Companion to the Lonely extremely appealing for a Brute Vigilante with the Will save rerolls?

Also yes.


I like the rod of the alicorn.


3 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Rysky wrote:
@Irnk, went and reread the talent, and it does specifically call out "physical pleasure".

Hey! You don't get to call me weird for liking petting kittens!

Contributor

Rysky wrote:
Luthorne wrote:
...also, is it just me, or is Companion to the Lonely extremely appealing for a Brute Vigilante with the Will save rerolls?
Also yes.

Helloooooooo Scarlett Johanson!

Silver Crusade

3 people marked this as a favorite.
Irnk, Dead-Eye's Prodigal wrote:
Rysky wrote:
@Irnk, went and reread the talent, and it does specifically call out "physical pleasure".
Hey! You don't get to call me weird for liking petting kittens!

... different kind of kitten, Irnk.


Irnk, Dead-Eye's Prodigal wrote:
Finally, I want to thank Paizo for updating one of my favorite, creepiest spells you ever came up with, Recorporeal Incarnation. I loved that spell & really, this is the perfect source-book to bring it back in, thanks.

Wait, they re-did the 'Buffalo Bill' spell? AKA, 'wear that dead guy for a disguise'? Dare we ask how it works now, or hasn't it been changed that much?


Enchanting Courtesan and Lion Blade as new prestige classes was something i was really looking forward too, sorry to say i´m a little bit disapointed.

Both are potentially interesting coming from several classes and angles, but have lots of abilities and stuff dependant on only one mental stat.
This needlessly limits play options and forces people to go certain routes and in some cases it even seems it´s gimping them on purpose.
Like when you play something really flavorful you don´t get to be strong too. Kind of.
Like playing a Lion Blade and having DC´s dependant on INT? Why?
Even for a rogue, that´s enforcing a certain playstyle. Rogues can play as well with a high WIS or CHA.

I like that one DC being dependant on a skill though, that´s a really good idea!

What i can also see is making the Enchanting Courtesan WIS dependant to push a certain message. I respect that and can support that, only i think it´s not good for a prestige class to be that limited in this case.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

For folks that already have the book; is it all character options or is there a good amount of Golarion lore in here? I ask because while I run my games in Golarion and use the adventures, I don't actually use the Pathfinder rules.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

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Disappointed the Lion Blade doesn't advance spell casting

Hmm, that Magus archetype looks all Black Panther to me.

Holy crap! The Clandestine inquisition, Vanish as an SLA for wis +3 times a day? My heretic of Achaekek concept is better and better. Though why Iomedae and Saranrae get it...


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Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Eric Hinkle wrote:
Irnk, Dead-Eye's Prodigal wrote:
Finally, I want to thank Paizo for updating one of my favorite, creepiest spells you ever came up with, Recorporeal Incarnation. I loved that spell & really, this is the perfect source-book to bring it back in, thanks.
Wait, they re-did the 'Buffalo Bill' spell? AKA, 'wear that dead guy for a disguise'? Dare we ask how it works now, or hasn't it been changed that much?

Let me get out my copy of Endless Night & compare the two.

Alright, I just finished comparing the two & they are almost identical. It is now also a Witch level 7 spell as well as Sorcerer/Wizard. The duration went from Instantaneous to 1 week per caster level, which also now allows it to be made permanent via the Permanency spell. The only other differences I spotted were that the safe distance from the focus went from 90' to 30' & they removed the XP cost of course.

Dark Archive

Jam412 wrote:
For folks that already have the book; is it all character options or is there a good amount of Golarion lore in here? I ask because while I run my games in Golarion and use the adventures, I don't actually use the Pathfinder rules.

There's some lore in here, but it's one of the more mechanics-heavy entries to the Campaign Setting line. It wouldn't be one of my top suggestions to you if you're not using the system.

Matthew Morris wrote:
Though why Iomedae and Saranrae get it...

Sarenrae makes sense to me. She has hidden worshippers in Taldor and Rahadoum and tends to encourage having her agents help people even in places where her religion is forbidden. No specific explanation for Iomedae, though; it might be one of those quirky unexpected domain-picks to add character/flavor to a deity.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
Jam412 wrote:
For folks that already have the book; is it all character options or is there a good amount of Golarion lore in here? I ask because while I run my games in Golarion and use the adventures, I don't actually use the Pathfinder rules.

Much Like Inner Sea Combat & Inner Sea Magic I would say you are looking at about three parts 'crunch' for every one part 'lore'.

Actually, let me break it down for you. There are five different Chapters; Intrigue of the Inner Sea (which seems to be the only one with zero mechanics what so ever), Avenues of intrigue (Which is largely 'lore' as well, but has some mechanics. The mechanics seem more tied into the new mechanics introduced in Ultimate Intrigue rather than previous Pathfinder mechanics, so it may still be of use to you), Nefarious Schools (which again follows the previous 'Inner Sea' books detailing 'collages' where it is possible to find schooling for Intrigue), Masters of Intrigue (Which is entirely mechanics, the Prestige Classes & all the Archetypes are found in there), and finally the Intrigue Toolbox (in which you fins equipment, Spells & even a few new Room enhancements if you use those from Ultimate Campaign).


Irnk, Dead-Eye's Prodigal wrote:
Eric Hinkle wrote:
Irnk, Dead-Eye's Prodigal wrote:
Finally, I want to thank Paizo for updating one of my favorite, creepiest spells you ever came up with, Recorporeal Incarnation. I loved that spell & really, this is the perfect source-book to bring it back in, thanks.
Wait, they re-did the 'Buffalo Bill' spell? AKA, 'wear that dead guy for a disguise'? Dare we ask how it works now, or hasn't it been changed that much?

Let me get out my copy of Endless Night & compare the two.

Alright, I just finished comparing the two & they are almost identical. It is now also a Witch level 7 spell as well as Sorcerer/Wizard. The duration went from Instantaneous to 1 week per caster level, which also now allows it to be made permanent via the Permanency spell. The only other differences I spotted were that the safe distance from the focus went from 90' to 30' & they removed the XP cost of course.

Thanks, Irnk. Adding it to the witch's spell list does make sense.


Rysky wrote:
@Irnk, went and reread the talent, and it does specifically call out "physical pleasure".

Does ASMR count?

Silver Crusade

FedoraFerret wrote:
Rysky wrote:
@Irnk, went and reread the talent, and it does specifically call out "physical pleasure".
Does ASMR count?

Um, I'm guessing it would depend on how strong it is, and if you could keep it up for an hour.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Thanks Lord Gadigan and Irnk, that's super helpful!


In the hopes that this is a good place to ask, just what is the intended use for the Recorporeal Incarnation spell? It seems to me to be a 'cool, but how do you use it' spell along with Reincarnate Spy from Ultimate Intrigue. What can they do that lesser polymorphing spells can't?

I hope that question isn't too far out of line for here.

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