
Luthorne |
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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.
More long-term stuff, I presume? I mean, most 'lesser polymorph spells' only last a few minutes until you're up to polymorph any object or shapechange, and furthermore, you can't really look like a specific person with normal polymorph spells. I mean, honestly, I think most polymorph spells are only useful for buffs in battle with their duration...maybe some utility options out of combat with flight, swim speeds with breathing underwater, climb speeds and other such.

Luthorne |
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Thanks, Luthorne. I'm guessing that they're best both used with some mind-reading magic, or just good Bluff rolls and a prearranged cover story ("He/She had their mind blasted by an aboleth, and their memory is shot"), to explain why "you" don't remember things you should know.
Or divination spells...or a thorough interrogation beforehand...or carefully picking a target that isn't very social...or a mixture of these and the ones you suggested. There are certainly hurdles to face in such an endeavor. Probably depends a lot, too, on whether it's a relatively short infiltration, whether it's just a few hours or a few days, versus a long-term mole being placed there, which is obviously much trickier. But certainly fun for stories!

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Oh my copies are in hand! So since initial thoughts.
1.) There are a lot of sex options in this book surprisingly. Inquisitior gets a seduction Inquisition, Companion to the Lonely social talent for vigilantes, Calistra's Kindness alchemical item, and the Enchanting Courtesan prestige class. Surprised, interested to see if they are any good mechanically and thematically.
2.) The Execution Inquisition is sadly underpowered. The initial power is good, but the 8th level is bunk. A 1/day ability that that just lets you make an attack as a standard action and IF it hits and they are flat-footed then the crit you might make auto confirms. That's a lot of qualifications for an 8th lvl to potentially work.
3.) The wing staff is cool, happy to see the avatar flying staff statted out and addas a nonmagical item. Wish the angular descent thing was a little clearer but overall pretty cool.

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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.
You may wish to check out Pathfinder Adventure Path #16: Endless Night, where the spell originally appeared, to get an idea of its original application. ^_^
(Fans of Second Darkness will also recognize the freshly reprinted bloodlink from that adventure.)

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Matthew Morris wrote:Though why Iomedae and Saranrae get it...No specific explanation for Iomedae, though; it might be one of those quirky unexpected domain-picks to add character/flavor to a deity.
It might be related to Iomedaean efforts in Cheliax - sometimes the brute force approach isn't the best idea, as our friends in the Glorious Reclamation are finding out. ^_^

QuidEst |
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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.
- Every Fighter body is now weeks of martial weapon proficiency.
- With Permanency, it's the best long-term disguise. (True Seeing is a lot likelier to stop you than mind-reading, and you don't have to worry about circles of protection like with possession spells.)- Also the best spell to simply not look like yourself. Flat +20 for weeks at a time and creatures with True Seeing don't pick you out in the crowd.
- The target options blow polymorph effects out of the water. Make any willing living creature look like a humanoid. The Druid's animal companion (who now gets weapon proficiencies), a familiar, an eidolon, called outsider, animals the Druid charmed, and so on. Your Fighter friend can dress as the old frail mage that tried to take you out.
- Combine with Sculpt Corpse.

QuidEst |
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How exactly does looking like a humanoid give you weapon proficiencies?
It wouldn't, but the spell grants weapon proficiencies, immunities, vulnerabilities, spell resistance, and anything from the Alter Self list that the body had while alive. Might have missed something, but that's most of it.

Irnk, Dead-Eye's Prodigal |

Hayato Ken wrote:How exactly does looking like a humanoid give you weapon proficiencies?It wouldn't, but the spell grants weapon proficiencies, immunities, vulnerabilities, spell resistance, and anything from the Alter Self list that the body had while alive. Might have missed something, but that's most of it.
The Body, not the Class the body had while alive. If you were to have martial weapon proficiency from what race you were, they would pass over. Not because you had levels in a class that gave you Martial Weapon Proficiancy.

Eric Hinkle |

Eric Hinkle wrote: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.
- Every Fighter body is now weeks of martial weapon proficiency.
- With Permanency, it's the best long-term disguise. (True Seeing is a lot likelier to stop you than mind-reading, and you don't have to worry about circles of protection like with possession spells.)
- Also the best spell to simply not look like yourself. Flat +20 for weeks at a time and creatures with True Seeing don't pick you out in the crowd.
- The target options blow polymorph effects out of the water. Make any willing living creature look like a humanoid. The Druid's animal companion (who now gets weapon proficiencies), a familiar, an eidolon, called outsider, animals the Druid charmed, and so on. Your Fighter friend can dress as the old frail mage that tried to take you out.
- Combine with Sculpt Corpse.
Wow, that is an amazing list for one spell. Of course I imagine the whole 'need a fresh corpse' aspect does tend to limit its use slightly. And do they say just how much Permanency would cost when used with this spell?
But what good does it do to make the animal companion look like a humanoid if they still have animal level intelligence?
I also didn't think about the nasty possibilities when combined with Sculpt Corpse.
And thanks to Kalindlara for reminding me about AP #16. I should still have that one around.

Eric Hinkle |

Oh my copies are in hand! So since initial thoughts.
2.) The Execution Inquisition is sadly underpowered. The initial power is good, but the 8th level is bunk. A 1/day ability that that just lets you make an attack as a standard action and IF it hits and they are flat-footed then the crit you might make auto confirms. That's a lot of qualifications for an 8th lvl to potentially work.
Hmm, my planned Inquisitor of Dammerich definitely knows what his Inquisition will be!
And that 8th level power, doesn't the game already permit you to make an auto critical hit against someone who can't move? Given that this seems intended for use with legal executions where the target won't be running and dodging, it does seem kind of unnecessary. Unless of course I'm just missing something that can be found in the actual book.

David N Ross |
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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.
I can't make official clarifications, but the reason I personally ascribed the Clandestine inquisition to Iomedae is that her church operates clandestinely in Rahadoum. For example, see the Sword Pit: http://pathfinderwiki.com/wiki/Sword_Pit

Luthorne |
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My copy came in today, a lot of fun stuff. Though I must admit I was unduly amused by the aura for the obliviating weapon special ability.
Antidote (varies)
Calistria's Kindness (3 gp)
Chameleon Pill (100 gp)
Waspguts (100 gp)
Archetypes
Anaphexia Thought-Killer (Vigilante)
Bonded Investigator (Investigator)
Frozen Shadow (Ninja)
Galtan Agitator (Rogue)
God Caller (Summoner)
Guardian of Immortality (Investigator)
Guerilla (Rogue)
Keleshite Prophet (Oracle)
Lantern Bearer (Ranger)
Magic Warrior (Magus)
Nexian Spellspy (Witch)
Nithveil Adept (Druid)
Perfect Scholar (Monk)
Provocateur (Bard)
Royal Accuser (Inquisitor)
Studious Librarian (Bard)
Tinkerer (Alchemist)
Archives
Forae Logos (CR 12)
Jeggare Museum (CR 5)
Magaambya (CR 11)
Quarterfaux Archives (CR9)
Building Materials
Dead-Magic Wall
Lead-Lined Walls
Secrecy Runes
Feats
Convincing Persona
Greater Stylized Spell
Masked Renown
Masked Symbol
Sylized Spell Mastery
Sylized Spontaneity
Inquisitor Inquisitions
Clandestine Inquisition
Execution Inquisition
Politics Inquisition
Sedition Inquisition
Seduction Inquistion
Investigator Talents
Atheist Inspiration
False Spellcaster
Favored Beat
Iconoclastic Strike
Silencing Strike
Sustained Inspirational Expertise
Twilight Talon Improvisation
New/Expanded Rules
Masked Personas
Rumors
Stylized Magic
Verbal Duels
Other Gear
Broadsheet (6 sp)
Piecemeal Weapon (50 gp)
Wing Staff (1,000 gp)
Poisons
Blackfingers' Silence
Breath of the Mantis God
Calistria's Revenge
Chelish Deathapple
Marvelous Fear Gas
Twilight Illness
Vessel Between
Prestige Classes
Enchanting Courtesan
Lion Blade
Rings, Rods, and Wondrous Items
Bloodlink (4,800 gp)
Brastlewark Brew (150 gp)
Chalice of Poison (10,800 gp)
Charmer's Kiss (750 gp)
Chelish Listening Trumpet (10,000 gp)
Elixir of Amnesia (500 gp)
Forger's Friend (11,200 gp)
Harrow Deck of Secret Schemes (32,400 gp)
Hat of Infinite Disguises (25,000 gp)
Holdout Wand Wrap (4,000 gp)
Kitharodian Pen (720 gp)
Kyonin Bliss (4,800 gp)
Mask of the Cursed Eye (2,500 gp)
Masterful Gray Gloves (5,400 gp)
Medicinal Bezoar (1,600 gp)
Memory Musk Gourd (4,800 gp)
Platter of Exquisite Feasting (250 gp)
Rod of the Alicorn (25,000 gp)
Saboteur's Gloves (15,240 gp)
Seamless Skin (70,000 gp)
Spectacles of Lip Reading (3,000 gp)
Survivor's Ring (56,100 gp)
Toastmaster's Teacup (5,000 gp)
Triple Eyes of Vivid Auras (15,000 gp)
Witness Hunter's Ring (25,200 gp)
Rogue Talents
Claimed Turf
Innocuous Servant
Maneuvering Dodge
Sczarni Smuggler
Thrill of the Chase
Room Augmentations
Dead Magic Walls
Lead-Lined Walls
Rune-Inscribed Walls, Lesser
Rune-Inscribed Walls, Medium
Rune-Inscribed Walls, Superior
Schools
Bright Lions
The Conservatory
Freebooter's Academy
Guild of Liars
Guild of Wonders
The Honored of Osibu
Irgal's Axe
Kitharodian Academy
Kusari-gama
The Sword Pit
Twilight Talons
Woodsedge Dissidents
Spells
Apathy (bard 4, mesmerist 4, psychic 5, sorcerer/wizard 5, witch 5)
Assumed Likeness (bard 1, magus 2, medium 1, mesmerist 1, occultist 2, psychic 2, sorcerer/wizard 2)
Brightest Light (bard 4, cleric 4, druid 4, inquisitor 4, magus 4, occultist 4, paladin 4, ranger 4, shaman 4, sorcerer/wizard 4)
Calistria's Guardian Wasps (druid 3, psychic 3, ranger 3, sorcerer/wizard 3)
Commune with Texts (bard 5, cleric 6, inquisitor 6, medium 4, occultist 4, psychic 6, sorcerer/wizard 5, spiritualist 6)
Daggermark's Exchange (alchemist 2, cleric 3, druid 2, occultist 3, psychic 3, sorcerer/wizard 3)
Diminished Detection (alchemist 2, bard 2, sorcerer/wizard 2, witch 2)
Dongun Shaper's Touch (alchemist 2, occultist 3, sorcerer/wizard 3)
Dream Reality (alchemist 5, bard 5, cleric 6, mesmerist 5, occultist 5, psychic 6, sorcerer/wizard 6)
Implant Urge (bard 1, medium 1, mesmerist 1, sorcerer/wizard 1, spiritualist 1, witch 1)
Inveigle Monster (bard 5, mesmerist 5, psychic 6, sorcerer/wizard 7, witch 7)
Inveigle Person (bard 3, mesmerist 3, psychic 3, sorcerer/wizard 4, witch 4)
Nex's Secret Workshop (medium 4, mesmerist 5, occultist 5, psychic 5, sorcerer/wizard 5, spiritualist 5, summoner 5)
Oath of Anonymity (bard 0, inquisitor 0, medium 0, paladin 1, sorcerer/wizard 0)
Recoporeal Incarnation (sorcerer/wizard 7, witch 7)
Rotting Alliance (cleric 8, druid 8, inquisitor 6, occultist 6, witch 8)
Sealed Sending (sorcerer/wizard 5)
Searching Shadows (bard 2, sorcerer/wizard 2)
Seeds of Influence (bard 3, medium 3, mesmerist 3, psychic 4, sorcerer/wizard 4, witch 4)
Seeds of Influence, Greater (bard 5, medium 4, mesmerist 5, psychic 7, sorcerer/wizard 7, witch 7)
Seek Shelter (bard 4, cleric 5, inquisitor 4, mesmerist 4, psychic 5, sorcerer/wizard 5, summoner 4, witch 5)
Substitute Trail (druid 4, ranger 4)
Transfiguring Touch (alchemist 5, occultist 6, sorcerer/wizard 6)
True Skill (alchemist 1, bard 1, magus 1, medium 1, psychic 1, sorcerer/wizard 1)
Violent Accident (cleric 2, mesmerist 2, occultist 2, witch 2)
Wandering Trail (druid 6)
Vigilante Social Talents
Bellflower Innuendo
Companion to the Lonely
Discreet Inquiries
Kalistocrate's Acumen
Vigilante Talents
Harsh Judgment
Instant Plan
Shackle Smash
Turnabout
Whip of Vengeance
Weapon Special Abilities
Obliviating (+2)
Training (+1)
Transformative, Greater (+15,000 gp)
Quite a lot of cool stuff at a first glance, though I'm a bit too tired after work to digest it all in detail.
Off the cuff, though, I liked that there are rules for masked personas that don't even involve forcing you to take any feats, though there are feats for boosting it as well as picking up renown, which is very cool. Rules for starting and influencing rumors with Propaganda checks are also neat. I also liked the expansions on the verbal dueling subsystem.
I liked the rogue talent that lets a rogue pick up renown and pick up further vigilante social talents, especially safe house. Very thematic. I like a number of the new talents for the vigilante, especially Companion to the Lonely and Turnabout. Archetype-wise, the Anaphexia Thought-Killer and Tinkerer were my favorites.
Heading towards gear and such, I like that Calistria's Kindness exists. The wing staff is also pretty cool. I like the obliviating weapon special ability, and training also seems interesting. The kitharodian pen is also kind of neat, though the effect seems minor enough that I'm not certain why it needs to only be usable so long per day, though it's probably long enough for most purposes. I like the concept of seamless skin, but the price seems to place it in the hands of 'sinister plot devices for GMs to use'. I also quite like the spectacles of lip reading. For the building materials, nice to have rules for that kind of thing, hope to see some more expansion on this in the future.
Spell-wise, liked assumed likeness, brightest light, Calistria's guardian wasps, dongun shaper's touch, dream reality, implant urge, inveigle monster/person, oath of anonymity, recorporeal incarnation, searching shadows, transfiguring touch, violent accident, and wandering trail.
All in all, some pretty cool options.
I did notice, though, piecemeal weapon says that you can create "any light or one-handed melee or martial weapon"...should that be "any light or one-handed melee simple or martial weapon"?
Also kind of sad that paladins get oath of anonymity but antipaladins don't...seems like it would be right up their alley...

Luthorne |
Oh wow, thanks for the full rundown. Is the School section just fluff? Or is there any crunch to go with those schools?
Have you read Inner Sea Magic or Inner Sea Combat? If so, it's pretty much the same as the schools in those, for the most part. If you haven't...um...there are mechanics involved, yes. To sometimes locate (with the more clandestine schools) and join them, becoming more famous in the school, potentially gaining the ability to join the staff, various benefits based on fame and prestige for each.

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doc the grey wrote:3.) The wing staff is cool, happy to see the avatar flying staff statted out and addas a nonmagical item. Wish the angular descent thing was a little clearer but overall pretty cool.I'm glad you like it! Thanks for reading.
Yeah I thought that was a nice surprise. But it does raise a few questions.
1.) When you say "...can glide downward at a 45-degree angle in a straight or diagonal line..." what do you mean exactly? If the use is already descending at around a 45 degree angle aren't they already moving in a straight line, does it mean they can zigzag around during their move, or is that meant to be that they can fly straight ahead or descend diagonally at up to a 45 degree angle?
2.) I'm surprised that their isn't anything in the write up about using blasts of air to delay your fall/give you ascent. How does that work with the rules at play, can an aerokineticist just throw gusts of air up under it to push themselves back up or would the wing staff requires some sort of feat investment or special rules to do tricks like that?

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doc the grey wrote:Oh my copies are in hand! So since initial thoughts.
2.) The Execution Inquisition is sadly underpowered. The initial power is good, but the 8th level is bunk. A 1/day ability that that just lets you make an attack as a standard action and IF it hits and they are flat-footed then the crit you might make auto confirms. That's a lot of qualifications for an 8th lvl to potentially work.
Hmm, my planned Inquisitor of Dammerich definitely knows what his Inquisition will be!
And that 8th level power, doesn't the game already permit you to make an auto critical hit against someone who can't move? Given that this seems intended for use with legal executions where the target won't be running and dodging, it does seem kind of unnecessary. Unless of course I'm just missing something that can be found in the actual book.
Yeah. In combat it's also crap since it basically requires you to give up a full attack for what is basically [i]the chance[i] to auto confirm a crit if you make it. Basically you are giving up all of your attacks that turn for a special attack that has a 5-15% chance of even triggering. And if you miss or fail to crit the ability is used up for the day and you'll have to wait till tomorrow since it's a 1/day. Not really worth it.
That said, the starter ability is really good. +3 to effective level with most of your attack and save judgements (but oddly NOT your atk steroid) against your chosen target is pretty slick.

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If Luthorne or someone else would be so kind, just what is this seamless skin magic item that he mentions?
It's a magic item that is made a full body suit made from the skin of a single humanoid. Anyone who wears it takes on the exact appearance of the person it is made from, match his size so long as it is within 1 step of your own, and gain stat buffs as per Alter self (but nothing else from the spell).
Just imagine a giant, flesh colored, vinyl body suit except its made from one guy and when you slip into it you look like him. Creepy, horrifying, and incredibly good.

Luthorne |
1 person marked this as a favorite. |
Yeah, doc pretty much covered it, though I'd add it mostly works like recorporeal incarnation, you just don't get its immunities, proficiencies, weaknesses, or spell resistance, but you do get its physical appearance, size, and its abilities as per alter self. Takes about a minute to don. Very fun concept, just wish the price wasn't so high.
Any info on the Magus archetype?
The Magic Warrior is, unsurprisingly, related to a tradition began by Old-Mage Jatembe's Ten Magic Warriors, they renounce their identities and so on and so forth.
They trade Knowledge (dungeoneering and planes) for Knowledge (history and nature), gain the ability to wear a mask for a bonus against divination effects but makes outsiders like you less initially, which you can't take off in front of anyone you haven't met before or don't trust, and if you do, you have to discard the mask and create or obtain a new one before getting the benefits. At 3rd level, you can get one benefit from beast shape I (while not actually changing shape) appropriate for your mask for 1 minute per level, which you trade your 3rd level magus arcana for. At 8th level, you can cast nondetection 1/day as a supernatural ability, which replaces improved spell combat. At 14th level, you trade greater spell combat for improved spell combat. At 19th level, you trade the ability to learn seven druid spells (one of each level you can cast), which you trade for greater spell access.

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Hayato Ken wrote:I'm actually really curious about this comment, specifically about why our "Intrigue" titles would have such an effect on Golarion more than any other product. What about the content in these has you concerned about DC/Marvel ripoff elements worming their way into the game/setting?Similar to Ultimate Intrigue, i hope this doesn´t change Golarion into a DC/Marvel superhero rip off.
On the other hand, if this generaly (and not only for vigilantes) expands options for stealth, subtlety etc, it´s highly welcome.
Nothing in my mind. I love the Ultimate Intrigue and am looking forward to seeing it integrated for area's like Galt, Cheliax, Andoran, Absolom and Katapesh.

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So far, every "Inner Sea" companion to one of our "Ultimate" hardcover RPG rule books have included new prestige classes. This book is no exception.
I am a fan of both Prestige Classes and Archetypes. Both have their place. I wouldn't worry too much. You will always have people, Mark, that will be negative. We know you aren't trying to turn Golarion into Mutants and Masterminds or DC Universe. But, even in the real world, there were heroes of intrigue.
The fun part with this is that it can be retro introduced to the Varisian APs and APs like Hells Rebels, Hells Vengeance and Serpent's Skull.

Xethik |

Xethik wrote:Oh wow, thanks for the full rundown. Is the School section just fluff? Or is there any crunch to go with those schools?Have you read Inner Sea Magic or Inner Sea Combat? If so, it's pretty much the same as the schools in those, for the most part. If you haven't...um...there are mechanics involved, yes. To sometimes locate (with the more clandestine schools) and join them, becoming more famous in the school, potentially gaining the ability to join the staff, various benefits based on fame and prestige for each.
Ah okay, I forgot about that school/guild system. I do remember that now, thanks. :) Gaining the prestige points and all that jazz. The boons are always cool, but not a system I've ever used.
Usually some interesting stuff, but crunch I won't get much use out of.

Luthorne |
I would appreciate any info on the rogue talents, as well as what the prerequisites for the courtesan prestige class are.
Thanks!
Innocuous Servant gives you bonuses on Disguise checks to appear to be a servant, but not a particular one, as well as Bluff checks to maintain the guise, and a bonus on Diplomacy checks to covertly gather information from servants without alerting them to your interest.
Maneuvering Dodge gives you a bonus on Acrobatic, Climb, Fly, and Swim checks for a round after being missed by someone your size or larger.
Sczarni Smuggler gives you bonuses when it comes to forgery and pursuits.
Thrill of the Chase gives you bonuses in chases and pursuits, as well as Run as a bonus feat.
The prerequisite for Enchanting Courtesan are: Spell Focus (divination or enchantment), Bluff 5 ranks, Knowledge (arcana) 2 ranks, Sense Motive 5 ranks, Perform (act or dance) 2 ranks, and the ability to cast two different divination spells and two different enchantment spells, one of each must be 2nd level or higher.
In addition to the previously requested rogue talents and enchanting courtesan prerequisites, I would also appreciate info on the rogue archetypes and the vigilante talents.
Thanks!
Instant Plan lets you 1/day give all allies within 30 ft. a +2 morale bonuses on saving throws versus fear effects, make them immune to being demoralized, and a +1 morale bonus on a skill or combat maneuver check of the vigilante's choice for 1 round/vigilante level.
Shackle Smash lets you make sunder and Strength checks to break objects more quietly and ignore half an object's hardness when making sunder checks and attacking nonmagical objects.
Turnabout lets you, when someone provoked an attack of opportunity by attacking or casting a spell, make a dirty trick combat maneuver in place of an attack of opportunity, and if successful, in addition to normal dirty trick effects, redirect the attack or spell to a new target or area that would have been legal for the person making it.
Whip of Vengeance gives you Whip Mastery as a bonus feat, and pick up Improved Whip Mastery at a higher level, and treat your vigilante level as your vigilante BAB for qualifying for feats/abilities that have Whip Mastery as a prereq.
The Guerilla trades trapfinding for a bonus on Bluff checks to deceive someone, but can still use Disable Device to disarm magical traps. They trade evasion for a bonus on Disguise, Sleight of Hand, and Stealth checks in dim light or darkness, the ability to swiftly assemble disguises in such conditions, and if they would have concealment in such conditions, they get total concealment. They replace trap sense with a bonus on Bluff checks to convey secret messages and on Sense Motive checks to discern them. They trade uncanny dodge for only taking a -10 penalty on Stealth checks to remain hidden while sniping while in dim light or darkness. They trade improved uncanny dodge for uncanny dodge.
Oooooo...what is Twilight Talon Improvisation?! And Brightest Light?!
Please, please tell me now! Is there something I should know...
Twilight Talent Improvisation lets an investigator perform a dirty trick combat maneuver for free when they deal studied strike damage with an improvised weapon, though it provokes attacks of opportunity as normal if you don't have Improved Dirty Trick or something else that prevents it.
Brightest light functions as daylight, save that it lasts for an hour/level and automatically dispels lower-level darkness spells when their points of origin enter their illumination. Additionally, you can also use the light to snuff out a magical darkness effect that is of equal or higher level to brightest light, making a dispel check against it; however, doing so makes the brightest light dim to the brightness of a torch for the remaining duration, regardless of whether or not your attempt is successful.
Luthorne wrote:Xethik wrote:Oh wow, thanks for the full rundown. Is the School section just fluff? Or is there any crunch to go with those schools?Have you read Inner Sea Magic or Inner Sea Combat? If so, it's pretty much the same as the schools in those, for the most part. If you haven't...um...there are mechanics involved, yes. To sometimes locate (with the more clandestine schools) and join them, becoming more famous in the school, potentially gaining the ability to join the staff, various benefits based on fame and prestige for each.Ah okay, I forgot about that school/guild system. I do remember that now, thanks. :) Gaining the prestige points and all that jazz. The boons are always cool, but not a system I've ever used.
Usually some interesting stuff, but crunch I won't get much use out of.
Yeah, you need a particular kind of game to get involved in the school/guild subsystem, I think. Would be neat to try sometime, though...

Eric Hinkle |

Eric Hinkle wrote:If Luthorne or someone else would be so kind, just what is this seamless skin magic item that he mentions?It's a magic item that is made a full body suit made from the skin of a single humanoid. Anyone who wears it takes on the exact appearance of the person it is made from, match his size so long as it is within 1 step of your own, and gain stat buffs as per Alter self (but nothing else from the spell).
Just imagine a giant, flesh colored, vinyl body suit except its made from one guy and when you slip into it you look like him. Creepy, horrifying, and incredibly good.
*shudder* Sounds like the sort of thing Zon-Kuthon's divine servants keep around for occasions when they don't need to display every single mutilation to the gawking masses. They're probably also the best at creating them, too.
Still, it sounds like one neat and creepy magic item. And dumb question, do they have an illustration of one in the book? I kind of doubt it, but morbid curiosity impels me to ask.

Eric Hinkle |

Yeah, doc pretty much covered it, though I'd add it mostly works like recorporeal incarnation, you just don't get its immunities, proficiencies, weaknesses, or spell resistance, but you do get its physical appearance, size, and its abilities as per alter self. Takes about a minute to don. Very fun concept, just wish the price wasn't so high.
Why, what is the price? I remember that for some reason most 'Alter Self' based magic items in the game seem pretty highly priced. Of course there's nothing from you setting the price at whatever you want in a home game, or even letting someone get their hands on an item for free as loot or the like. Especially when they start to discover that it's got a curse on it and/or some powerful people want their skin-suit back and are prepared to slice it off of you if need be...

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Lord Gadigan wrote:I can't make official clarifications, but the reason I personally ascribed the Clandestine inquisition to Iomedae is that her church operates clandestinely in Rahadoum. For example, see the Sword Pit: http://pathfinderwiki.com/wiki/Sword_PitMatthew 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.
I understand, it just struck me as off. Kind of like giving Abadar's inquisitors the crime inquisition because they deal with criminals (harshly!) or Zon Kuthon's inquisitors getting illumination since without light there are no shadows.
Thank you for taking the time to reply.

Luthorne |
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Thanks, Luthorne!
How about Searching Shadows and Seeds of Influence?
Searching shadows lets you probe an area with strands of shadow for a creature or object you specify by either its shape, size, or texture while you concentrate. When they locate an item or creature, you become aware of its shape and size and can order the shadows to try and capture it. If it's a creature, the area becomes difficult terrain for the creature and they have to make a Reflex save or be entangled and unable to move, if it's an object carried by someone, they attempt a disarm/steal combat maneuver, and unattended, nonmagical objects that weight up to 5 pounds can be picked up and moved.
Seeds of influence places a magical trace in the mind of someone who is at least indifferent to you, with a -2 penalty to their Will save for each step better than indifferent it is. If they fail their Will save, they take a -2 penalty against divination spells you cast, and you can target them with mind-affecting spells lower than the level of seeds of influence as if they were modified by Enlarge Spell. However, if they succeed at a saving throw against a divination or mind-affecting spell you cast, seeds of influence automatically ends; normally it lasts an hour per level. The greater seeds of influence spell lasts for a day per level, and allows you to attempt to dispel spells that grant immunity, spell resistance, or saving throw bonuses against divination/mind-affecting spells when you cast them on a target affected by greater seeds of influence.
Still, it sounds like one neat and creepy magic item. And dumb question, do they have an illustration of one in the book? I kind of doubt it, but morbid curiosity impels me to ask.
They actually do have an illustration of one, all neatly folded up, with the face and hands folded across the top.
Luthorne wrote:Why, what is the price? I remember that for some reason most 'Alter Self' based magic items in the game seem pretty highly priced. Of course there's nothing from you setting the price at whatever you want in a home game, or even letting someone get their hands on an item for free as loot or the like. Especially when they start to discover that it's got a curse on it and/or some powerful people want their skin-suit back and are prepared to slice it off of you if need be...Yeah, doc pretty much covered it, though I'd add it mostly works like recorporeal incarnation, you just don't get its immunities, proficiencies, weaknesses, or spell resistance, but you do get its physical appearance, size, and its abilities as per alter self. Takes about a minute to don. Very fun concept, just wish the price wasn't so high.
I listed that here, but I suppose it doesn't hurt to say it costs 70k, since I'll admit it's a lot to scroll through.

Porridge |

Vigilante Talents:
Harsh Judgement is only for vigilantes with the zealot archetype, and lets them get a limited number of inquisitor judgments.
That sounds really, really good.
A stealth power-up to the Zealot in response to all of the complaints about it being under-powered/strictly worse than the inquisitor?

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psychie wrote:** spoiler omitted **...In addition to the previously requested rogue talents and enchanting courtesan prerequisites, I would also appreciate info on the rogue archetypes and the vigilante talents.
Thanks!
You actually can take harsh judgement as any vigilante, the Zealot already has there own version of this just with the full suite of options for judgement rather than the smaller list this gives.
Also, there are social talents in here as well.
Companion to the Lonely: You draw strength and renewed vigor from the passions you share with others. 1/day you can hook up with someone and get a morale pool that you can burn points from to reroll Cha skill checks or Will saves.
Discreet Inquiries: can make gather information checks discreetly. It takes longer and costs 2d4 gp but you don't expose yourself to people who might wonder what you're doing looking into the goodly count who lives on the hill and totally isn't hosting ghoul murder orgies.
Kalistocrat Acumen: You follow the prophesies of Kalistrade and as long as you do you can treat settlements as bigger for the purposes of purchasing things.

Porridge |

Luthorne wrote:You actually can take harsh judgement as any vigilante, the Zealot already has there own version of this just with the full suite of options for judgement rather than the smaller list this gives.psychie wrote:** spoiler omitted **...In addition to the previously requested rogue talents and enchanting courtesan prerequisites, I would also appreciate info on the rogue archetypes and the vigilante talents.
Thanks!
What's the Zealot ability you're thinking of? (I can't find it...)

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doc the grey wrote:What's the Zealot ability you're thinking of? (I can't find it...)Luthorne wrote:You actually can take harsh judgement as any vigilante, the Zealot already has there own version of this just with the full suite of options for judgement rather than the smaller list this gives.psychie wrote:** spoiler omitted **...In addition to the previously requested rogue talents and enchanting courtesan prerequisites, I would also appreciate info on the rogue archetypes and the vigilante talents.
Thanks!
Opps you are correct. Must have been thinking of the version the zealot had in the playtest. Instead they have access to the smite power AND could take the harsh judgement ability so you could theoretically throw on both.

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Could someone expand on the Investigator Talents?
Atheist Inspiration: Free inspiration against divine spells. Counts as Divine Defiance for prereqs. Great for Pure Legion type character.
False Spellcaster: Bluff check to make extracts seem like spells being cast.Favored Beat: Grants the Renown Vigilante talent and option to take six other renown based Vigilante talents as Investigator talents.
Iconoclastic Strike: Can perform free sunder on studied strike. Does max damage and does not provoke AoO if the object is a holy symbol or divine scroll.
Silencing Strike: Studied strike target unable to speak for 1 (on save) to 5 rounds.
Sustained Inspirational Expertise: Spend one inspiration per round to extend duration of Inspirational Expertise.
Twilight Talon Improvisation: Perform free dirty trick when using studied strike with an improvised weapon.
Atheist Inspiration, Iconoclastic Strike, and Silencing Strike seem tailor made for a Pure Legion divine spellcasting hunter.

Luthorne |
Luthorne wrote:You actually can take harsh judgement as any vigilante, the Zealot already has there own version of this just with the full suite of options for judgement rather than the smaller list this gives.psychie wrote:** spoiler omitted **...In addition to the previously requested rogue talents and enchanting courtesan prerequisites, I would also appreciate info on the rogue archetypes and the vigilante talents.
Thanks!
While I'm not going to quote anything, given it's a week until the pdf comes out, you might want to reread the last sentence of Harsh Judgment.

Xethik |
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Lanowar wrote:Could someone expand on the Investigator Talents?Silencing Strike: Studied strike target unable to speak for 1 (on save) to 5 rounds.
Oh wow, that in particular seems great. Works well for an assassin investigator and as an anti-spellcaster option.

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1 person marked this as a favorite. |

Not going to lie, kind of interested in the Frozen Shadow archetype. Could someone please expand on it?
I think this is the first Ninja archetype Paizo has released. Not compatible with the base Rogue. Gets bonuses to survival/tracking and seeing through disguises and illusions. Gives up uncanny dodge, improved uncanny dodge, and some jumping bonuses. The automatic check and large bonus to see through mundane disguises is probably their most 'unique' ability.
So I've got a question for those of you with a copy of the book. How is the updated Lion Blade prestige class?
It is very similar to the original, but with 'more'. More requirements for entry, more class skills, more abilities, more usefulness added in to the abilities it had. Their hands down best ability is the new 'Crowd Strike'. Allows them to treat any crowd square as an ally for flanking and to use Stealth sniping to remain hidden on MELEE attacks when attacking from a square with at least one other creature within one size category of themselves.
Can the Slayer use any of the new Rogue Talents?
Nothing in the book about any of the talents (i.e. Investigator, Rogue, or Vigilante) being available to other classes. Of course, each class has options for taking one talent from another class.

Elf Wizard |

CBDunkerson wrote:Oh wow, that in particular seems great. Works well for an assassin investigator and as an anti-spellcaster option.Lanowar wrote:Could someone expand on the Investigator Talents?Silencing Strike: Studied strike target unable to speak for 1 (on save) to 5 rounds.
I'm not happy.