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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Announced! Product image and description are not final and subject to change.


Intrigue eh? Call me Intrigued. ;)

Dark Archive

So this is the Golarion Add-on to Ultimate Intrigue which is setting-neutral.

Sounds more like Secret Organisations of Golarion...


Not sure about this one, will have to wait and see when the product description gets updated.


2 people marked this as a favorite.

The Veiled Masters will not be pleased to see their secrets bandied about.


looks very interesting.


Secret academies?! I love academies and secret is even better! I hope a lot of this is applicable to bards...only the most intriguing class ever, right? ;)


1 person marked this as a favorite.

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.


4 people marked this as a favorite.

Well since we have dragons, faeries, aliens, robots, psychics, angels, demons, clockworks, lovecraftian horrors, etc. I think some super heroes wouldn't hurt as well;)


Dragon78 wrote:
Well since we have dragons, faeries, aliens, robots, psychics, angels, demons, clockworks, lovecraftian horrors, etc. I think some super heroes wouldn't hurt as well;)

Yeah! Then let´s welcome Marvel/DC comic character clone Nr. 12487302852845! Because it fits so well into Golarion^^

Silver Crusade

6 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

Aren't mid-level Pathfinder/D&D PCs superheroes already? Flight, teleportation, mind control, 6 attacks in 6 seconds, ability to fall from 200 ft and walk away unscathed...


My 12th level barbarian didn't survive his 200ft drop, Gorbacz...


Thomas Seitz wrote:
My 12th level barbarian didn't survive his 200ft drop, Gorbacz...

Feather Fall.

Paizo Employee Developer

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?


Quid,

Yeah...we didn't have any arcane spellcasters in our group.


Mark Moreland 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?

I'd assume it's the mental association of secret identities with comic book characters.

Personally I don't think the link is likely to fully be in the vigilante. There were heroes (and serial killers) with secret identities long before comic books, so you guys have a decent amount to draw on when it comes to flavouring the vigilante.


Milo v3 wrote:
Mark Moreland 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?

I'd assume it's the mental association of secret identities with comic book characters.

Personally I don't think the link is likely to fully be in the vigilante. There were heroes (and serial killers) with secret identities long before comic books, so you guys have a decent amount to draw on when it comes to flavouring the vigilante.

Like Zorro, the Scarlet Pimpernel, and the Scarecrow of Romney Marsh, just to name the first three I can think of.

And information on Galt and Daggermark's Poisoners? I'll definitely be getting this book.


Yeah, there were many times many comments regarding this on the play test threads. A good many people went straight to "OMG BATMAN RIPOFFZ!" as soon as the words secret identity were mentioned.

In any case, I'm looking forward to this book and how the social combat will play out.


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?

Comic rip-off PC´s existed before that of course, but the vigilante with secret identities and masked characters brings a very strong element of that into the game.

Things like "oh let me use that phone booth to change quickly" are very close there.
For me, that definately brings a strong DC/Marvel vibe into the game, not only for a rip-off, but on a hard-code level.
There are parts of Golarion where such a second persona makes sense, even though there were already options for that in the game actually if really needed. Like in Cheliax and conjunction with Hells Rebels perhaps (didn´t fully read that yet).


This is by the way not meant as bleating, but a concern based on observations and talks with players and potential players.


2 people marked this as a favorite.
Pathfinder Adventure, Adventure Path, Lost Omens Subscriber

The existence of the vigilante rules isn't going to change how Paizo presents Golarion, so it seems to me it's a problem players are bringing to the game, not the setting.

Scarab Sages

1 person marked this as a favorite.

Well, it's not like there aren't already several organizations where members are masked and/or have secret identities. The Grey Gardeners, The Red Mantis Assassins, the Decemvirate...

Liberty's Edge

Hayato Ken wrote:
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?

Comic rip-off PC´s existed before that of course, but the vigilante with secret identities and masked characters brings a very strong element of that into the game.

Things like "oh let me use that phone booth to change quickly" are very close there.
For me, that definately brings a strong DC/Marvel vibe into the game, not only for a rip-off, but on a hard-code level.
There are parts of Golarion where such a second persona makes sense, even though there were already options for that in the game actually if really needed. Like in Cheliax and conjunction with Hells Rebels perhaps (didn´t fully read that yet).

Don't forget Blackjack from the curse of the crimson throne. Though personally, I think they intended for the vigilante to be more of a zorro/picarresque heroes thing than a straight up 'let's all dress up in capes and cowls to take down criminals'.

If the players are repeatedly being stupid, you can point out that phonebooths have glass walls, so EVERYONE can see them change into their Vigilante outfit. superman has superspeed and various can do anything powers. they do not. Batman does not change in a phonebooth and neither does daredevil(though batman is also a billionare with a ludicous amount of tech and daredevil is a blind person with a costume that consists of a bandana(later diched for the silly mask and red clothing(more difficult to conceal so dead drops might be needed) and some fairly lightweight dark clothing).

Finding a secure secretive place to change is one of the most important things to being a vigilante, so most will try and establish some secure locations where spare equipment, vigilante gear and a area to quickly change into their gear will be first on the list of priorities.

You are right though that there are several places where a secondary persona is sometimes vital.

Liberty's Edge

deinol wrote:
The existence of the vigilante rules isn't going to change how Paizo presents Golarion, so it seems to me it's a problem players are bringing to the game, not the setting.

True. If I ever decided to create a vigilante, I might start from a comic book character, but then dial back most of the stupider aspects to make something more my own thing that fits into the world. Some silly does not spoil the game, but too much can be bad. A vigilante class isn't going to spoil it, but players that take it WAY too far aren't going to do much for anybody.


Pathfinder Adventure Path, Rulebook Subscriber

Ultimate Intrigue is the hardcover I'm most looking forward to, so I'm psyched to see the Golarion tie-ins! I might even pre-order this! :D


Pathfinder Roleplaying Game Charter Superscriber
deinol wrote:
The existence of the vigilante rules isn't going to change how Paizo presents Golarion, so it seems to me it's a problem players are bringing to the game, not the setting.

Exactly.


Will this book feature any more information on the archon lord Kelinahat?


Could this possibly feature a bit more info on the Twilight Talons?! They are VERY intriguing. I have seen their agents abroad in several Campaign Setting books (offhand I believe I recall them in Irrisen and Numeria CS books).


Definitely piques my interest!


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Imbicatus wrote:

Well, it's not like there aren't already several organizations where members are masked and/or have secret identities. The Grey Gardeners, The Red Mantis Assassins, the Decemvirate...

Oh man, I didn't realize how badly I wanted a Grey Gardener archetype until now... Though the PrC isn't bad at all! Still want to give that class a go at some point.

Dark Archive

1 person marked this as a favorite.
Imbicatus wrote:
Well, it's not like there aren't already several organizations where members are masked and/or have secret identities. The Grey Gardeners, The Red Mantis Assassins, the Decemvirate...

Jatembe's Ten Magic Warriors, with their animal masks.

There are quite a few, and between the Veiled Masters and Razmir's 'priests' and the Skinsaw cults / Norgorberites and the clergy of Sivanah, there's lots of room for more in that vein.

Silver Crusade

I really hope there's archetypes for the Vigilante that trade out social talents. The Class is awesome and the archetypes given in Ui were cool but they all modified the vigilante side and talents.


Rysky wrote:
I really hope there's archetypes for the Vigilante that trade out social talents. The Class is awesome and the archetypes given in Ui were cool but they all modified the vigilante side and talents.

I'm sure they will at some point, but the general fantasy calls for more variation in the secret identity rather than the mundane one. It's also probably a bigger draw for the class. While some of the archetypes probably could have been done as specializations, it seems easier to expand the social potential through talents. Also have to be careful because it would mean it is compatible with most of the UI ones.

All that said maybe a set of features themed around various social identities (Noble is somewhat covered, Investigator, Vagabond, Apprentice/Student,Crafter, etc.) would be useful. THey'd probably need to stay skill/utility focused since the vigilante identity covers combat ability.

Silver Crusade

1 person marked this as a favorite.
jedi8187 wrote:
Rysky wrote:
I really hope there's archetypes for the Vigilante that trade out social talents. The Class is awesome and the archetypes given in Ui were cool but they all modified the vigilante side and talents.

I'm sure they will at some point, but the general fantasy calls for more variation in the secret identity rather than the mundane one. It's also probably a bigger draw for the class. While some of the archetypes probably could have been done as specializations, it seems easier to expand the social potential through talents. Also have to be careful because it would mean it is compatible with most of the UI ones.

All that said maybe a set of features themed around various social identities (Noble is somewhat covered, Investigator, Vagabond, Apprentice/Student,Crafter, etc.) would be useful. THey'd probably need to stay skill/utility focused since the vigilante identity covers combat ability.

The latter is more what I was hoping for, variation for the Social Identity rather than diminishing it. They kinda already had one with the Everyman talent.

Maybe instead of a noble or business owner you're a librarian or antiquities dealer, that deals more with knowledge than fame.

Or an artist or musician, with your tours providing a better means to explain why a Vigilante would be an adventurer. As of now there'll probably be a perceived notion that the class may only be effective in a singular urban campaign.


Rysky wrote:
jedi8187 wrote:
Rysky wrote:
I really hope there's archetypes for the Vigilante that trade out social talents. The Class is awesome and the archetypes given in Ui were cool but they all modified the vigilante side and talents.

I'm sure they will at some point, but the general fantasy calls for more variation in the secret identity rather than the mundane one. It's also probably a bigger draw for the class. While some of the archetypes probably could have been done as specializations, it seems easier to expand the social potential through talents. Also have to be careful because it would mean it is compatible with most of the UI ones.

All that said maybe a set of features themed around various social identities (Noble is somewhat covered, Investigator, Vagabond, Apprentice/Student,Crafter, etc.) would be useful. THey'd probably need to stay skill/utility focused since the vigilante identity covers combat ability.

The latter is more what I was hoping for, variation for the Social Identity rather than diminishing it. They kinda already had one with the Everyman talent.

Maybe instead of a noble or business owner you're a librarian or antiquities dealer, that deals more with knowledge than fame.

Or an artist or musician, with your tours providing a better means to explain why a Vigilante would be an adventurer. As of now there'll probably be a perceived notion that the class may only be effective in a singular urban campaign.

THose are good ideas, especially the artist/musician allowing travel. It wouldn't be hard to make such archetypes, replace the level 1 social talent for the basic one for your social identity and a few others with skill bonuses to appropriate skills. The most obvious seem to be perform, knowledge skills, and craft/profession skills. Maybe a wilderness based package, but that might be stretching the concept

Silver Crusade

jedi8187 wrote:
Rysky wrote:
jedi8187 wrote:
Rysky wrote:
I really hope there's archetypes for the Vigilante that trade out social talents. The Class is awesome and the archetypes given in Ui were cool but they all modified the vigilante side and talents.

I'm sure they will at some point, but the general fantasy calls for more variation in the secret identity rather than the mundane one. It's also probably a bigger draw for the class. While some of the archetypes probably could have been done as specializations, it seems easier to expand the social potential through talents. Also have to be careful because it would mean it is compatible with most of the UI ones.

All that said maybe a set of features themed around various social identities (Noble is somewhat covered, Investigator, Vagabond, Apprentice/Student,Crafter, etc.) would be useful. THey'd probably need to stay skill/utility focused since the vigilante identity covers combat ability.

The latter is more what I was hoping for, variation for the Social Identity rather than diminishing it. They kinda already had one with the Everyman talent.

Maybe instead of a noble or business owner you're a librarian or antiquities dealer, that deals more with knowledge than fame.

Or an artist or musician, with your tours providing a better means to explain why a Vigilante would be an adventurer. As of now there'll probably be a perceived notion that the class may only be effective in a singular urban campaign.

THose are good ideas, especially the artist/musician allowing travel. It wouldn't be hard to make such archetypes, replace the level 1 social talent for the basic one for your social identity and a few others with skill bonuses to appropriate skills. The most obvious seem to be perform, knowledge skills, and craft/profession skills. Maybe a wilderness based package, but that might be stretching the concept

Robin Hood?


1 person marked this as a favorite.

The travelling performer is interesting, especially how it might change things: Instead of a fixed community, perhaps you could access certain benefits like renown/safehouse depending on the size of the current community's performing arts scene... In other words, a meta-community tied to an idea not a specific burg.


I hope the art/product description gets updated soon.

Sovereign Court RPG Superstar 2009 Top 32, 2010 Top 8

5 people marked this as a favorite.

A musician based vigilante?

That's outrageous, truly truly outrageous.


Matthew Morris wrote:

A musician based vigilante?

That's outrageous, truly truly outrageous.

And he's a Gillman, right?

Silver Crusade

4 people marked this as a favorite.
Eric Hinkle wrote:
Matthew Morris wrote:

A musician based vigilante?

That's outrageous, truly truly outrageous.

And he's a Gillman, right?

No, she's an Oread.


Oread, gillmen, merfolk, whatever, as long she is truly, truly outrageous.


1 person marked this as a favorite.
Fourshadow wrote:
Could this possibly feature a bit more info on the Twilight Talons?! They are VERY intriguing. I have seen their agents abroad in several Campaign Setting books (offhand I believe I recall them in Irrisen and Numeria CS books).

I am still so hoping for this...would love to get even just a half page of new info on the Twilight Talons.

Community & Digital Content Director

1 person marked this as a favorite.

Updated with final product image and description!

Liberty's Edge

Looking good!

Dark Archive

While the cover is far too comic cartoonish for my taste, the Secret Academies part is intersting enough.

The Red Mantis Assassins are so obviously absent that i expect big things from them soon.

Contributor

1 person marked this as a favorite.
Marco Massoudi wrote:

While the cover is far too comic cartoonish for my taste, the Secret Academies part is intersting enough.

The Red Mantis Assassins are so obviously absent that i expect big things from them soon.

The Red Mantis was first introduced in Curse of the Crimson Throne.

Curse of the Crimson Throne is getting compiled as a hardcover for the Pathfinder RPG and potentially worked in some places by James Jacobs himself.

Your expectations are probably spot-on.


All I know is when I saw our Iconic Red Raven hit someone I immediately thought to myself "FIST OF RIGHTEOUSNESS!!"


1 person marked this as a favorite.

Intriguing;)


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Did not realize I wanted an Anaphexia archetype so much. Just hoping it has a kick to it that really explores what the "thought-killers" are capable of.

Not sure if it will be Mesmerist, Rogue, or Slayer.

A Lion Blade update to Pathfinder is a good fit for this, too. Glad to see Prestige Classes haven't fallen off the radar completely.

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