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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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.

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.


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.


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Eric Hinkle wrote:
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!


I would appreciate any info on the rogue talents, as well as what the prerequisites for the courtesan prestige class are.
Thanks!

Shadow Lodge

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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.

Silver Crusade Contributor

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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.

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.)

Silver Crusade Contributor

Lord Gadigan wrote:
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. ^_^


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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.


How exactly does looking like a humanoid give you weapon proficiencies?


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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.


Pathfinder Adventure Path, Lost Omens, Rulebook Subscriber
QuidEst wrote:
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.


QuidEst wrote:
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.


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.


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Lord Gadigan wrote:
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


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.


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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.

List of Crunchy Things:
Alchemical Items
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...


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Oh wow, thanks for the full rundown. Is the School section just fluff? Or is there any crunch to go with those schools?


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.

Shadow Lodge

David N Ross wrote:
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?


If Luthorne or someone else would be so kind, just what is this seamless skin magic item that he mentions?

Shadow Lodge

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Eric Hinkle wrote:
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.

Shadow Lodge

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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.


Any info on the Magus archetype?


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.

Throne wrote:
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.


That actually sounds pretty cool.
Cheers.


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!


Oooooo...what is Twilight Talon Improvisation?! And Brightest Light?!

Please, please tell me now! Is there something I should know...

The Exchange

Mark Moreland wrote:
Hayato Ken wrote:

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.

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?

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.

The Exchange

Mark Moreland wrote:
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.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
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.


psychie wrote:

I would appreciate any info on the rogue talents, as well as what the prerequisites for the courtesan prestige class are.

Thanks!

Rogue Talents:
Claimed Turf gives you the renown vigilante social talent, and lets you select celebrity discount, celebrity perks, gossip collector, great renown, incredible renown, loyal aid, and safe house as rogue talents, treating rogue level as vigilante level for meeting prerequisites, and the rogue is always considered to be in their social identity.

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.

psychie wrote:

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!

Vigilante Talents:
Harsh Judgement is only for vigilantes with the zealot archetype, and lets them get a limited number of inquisitor judgments.

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.

Rogue Archetypes:
Galtan Agitator trades out trapfinding for renown as well as improving their starting influence and reputation with contacts in the area by one level/step. They replace trap sense with a scaling bonus on Perception checks to recognize disguises, notice hiding creatures, and on Sense Motive checks to disbelieve lies. They replace their 4th-level rogue talent with the ability to use enthrall as a supernatural ability once per day, with a Charisma check being possible to increase her individual or organizational influence with the crowd by one rank/step, or alternatively, if the crowd is indifferent or worse, the check can improve their attitudes by one step. They replace their 8th-level rogue talent with the ability to use a plausible suggestion 1/day as a supernatural ability on everyone under her enthrall effect, which can have a duration of up to a day. And finally, they replace their 12th-level rogue talent with Leadership as a bonus feat, and if they already have Leadership, they double their Charisma modifier for the purpose of calculating their Leadership score.

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.

Fourshadow wrote:

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.

Xethik wrote:
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...


Thanks, Luthorne!

How about Searching Shadows and Seeds of Influence?


doc the grey wrote:
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.


Luthorne wrote:

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...

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

David N Ross wrote:
Lord Gadigan wrote:
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

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.


1 person marked this as a favorite.
Fourshadow wrote:

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.

Eric Hinkle wrote:
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.

Eric Hinkle wrote:
Luthorne wrote:

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...

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.


Could someone expand on the Investigator Talents? Any in particular that stand out for people?

Thanks in advance!


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Luthorne wrote:

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?

Shadow Lodge

Luthorne wrote:
psychie wrote:

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!
** spoiler omitted **...

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.

Social Talents:
Bellflower Innuendo: You can deliver secret messages to others in the same amount of time you would a normal conversation and divination spells need to make a CL check to sus out what you're actually saying.

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.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
doc the grey wrote:
Luthorne wrote:
psychie wrote:

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!
** spoiler omitted **...
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.

What's the Zealot ability you're thinking of? (I can't find it...)

Shadow Lodge

Porridge wrote:
doc the grey wrote:
Luthorne wrote:
psychie wrote:

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!
** spoiler omitted **...
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.
What's the Zealot ability you're thinking of? (I can't find it...)

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.

Liberty's Edge

Lanowar wrote:
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.


doc the grey wrote:
Luthorne wrote:
psychie wrote:

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!
** spoiler omitted **...
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.

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.


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


Not going to lie, kind of interested in the Frozen Shadow archetype. Could someone please expand on it?

Grand Lodge

So I've got a question for those of you with a copy of the book. How is the updated Lion Blade prestige class?

I always loved the flavor of the old version in "Taldor, Echoes of Glory", but it was pretty terrible as far as mechanics go.


Can the Slayer use any of the new Rogue Talents?

Liberty's Edge

1 person marked this as a favorite.
Martamis wrote:
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.

Jurassic Pratt wrote:
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.

Ventnor wrote:
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.


Xethik wrote:
CBDunkerson wrote:
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.

I'm not happy.


Luthorne wrote:

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.

** spoiler omitted **...

Huge, stonking kudos for the post... xxxxxx

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