ULTIMATE INTRIGUE PLAYTEST PDF

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Welcome to the Ultimate Intrigue playtest. This thrilling book is due out in early , but we here in the. Pathfinder design dungeon wanted you to get a chance. AN INTRIGUING PLAYTEST. Welcome to the Ultimate Intrigue playtest. This thrilling book is due out in early , but we here in the. Pathfinder design. Intrigue PDF free', or even 'where to download Pathfinder Roleplaying Game: Ultimate Intrigue torrent'. [Pathfinder] Ultimate Intrigue Playtest: The Vigilante.


Ultimate Intrigue Playtest Pdf

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For those of you familiar with the first playtest vigilante, there's some . New Ultimate Intrigue PDF and even says Round 2 in the first page. Due to release in early , Ultimate Intrigue includes a new base class Starting today, you can download a playtest version of the vigilante. ½ () (based on 17 ratings). Pathfinder Roleplaying Game: Ultimate Intrigue ( PFRPG) Show Description For: Non-Mint. Add Print Edition $ Add PDF $

An engaging criminal campaign often involves heists, cons, and other underhanded antics. In a campaign with this theme, the hidden world of criminals lurks under the surface of even the most harmless places and people.

A benevolent group of healers who cross national borders to help cure disease outbreaks might contain an element that smuggles in illegal alchemical substances.

The PCs, as people in the know, experience this secret underbelly wherever they go and live in this shadowy realm of murky morals. Even if they start with good intentions, it is easy for them to become cynical about the world around them. War of Propaganda A campaign that features wars of propaganda and public opinion centers on The Importance of Appearance, flavored with the Bargains and Compromise and The Power of Secrets elements.

Life Debt: Aftermath (Star Wars). Chuck Wendig

In a game using this theme, the PCs seek to influence public opinion in a particular way. Either way, the PCs become involved in managing information particularly damaging secrets and forging temporary bargains and alliances in order to further their cause. Unlike many other types of adventures that involve PCs discovering a secret and nefarious plot, in a propaganda war, the PCs must uncover and decide how to use damaging secrets about the opposite side.

They must also bury their own secrets and those of their allies. Despite being politically damaging, these secrets usually arise from humanizing flaws or lapses in judgment in an otherwise respectable ally, rather than from the ally being actively nefarious. However, the PCs might have to make a hard choice if a legitimately despicable character offers them the support they need or retains their services.

In a war of propaganda, social conflict is nearly a given, and since the battlefield is in the court of public opinion, influence and verbal duels are likely to play a part as well.

Law and Order In a campaign where characters serve as part of the criminal justice system, such as detectives or lawyers, Measures and Countermeasures and The Power of Secrets are the two most important intrigue elements. Each mystery might draw the detectives deeper into a web of intrigue and connected plots, and they might be forced to make a hard decision when their investigations unearth disturbing truths about those around them.

A court proceeding before a magistrate or jury might involve one or more verbal duels between the attorneys, interspersed with investigation and interactions between the characters involved, with the case itself being a larger social conflict. Ultimate Intrigue In a campaign that fully embraces all the diverse elements of intrigue, all of the above themes come together. On the one side, there are scheming nobles seeking to gain advantage, and on the other side, the underbelly of the criminal underworld, with people like political fixers, lobbyists, and law enforcement all caught in between—supporting, using, and being used in turn by both sides.

The PCs must navigate these treacherous worlds, facing difficult decisions about how to deal with their divided loyalties or putting aside their differences to deal with a common threat. For instance, suppose that an evil duchess, eager to usurp the throne from her older brother, enlists the aid of a major crime family, offering magical assistance to the malefactors so that they can murder a series of nobles without leaving evidence.

The party might consist of the unlikely alliance of the detective assigned to investigate the murders, the son of one of the murdered nobles, and the daughter of a rival crime boss. Influence Jockeying for position and favor is natural part of human social dynamics, as common in the armies of high-minded crusaders as in the courts of wicked nobles. To represent these machinations, this section introduces two influence systems: one for individual influence and one for organizational influence.

The first system provides a dynamic framework for social encounters in which the PCs gain or lose the favor of key NPCs, as well as a mechanic for calling in debts. Individual Influence The most common model for social encounters involves a single exchange involving a Bluff , Diplomacy , or Intimidate check.

The following influence system serves as a more robust replacement for that basic system. It also encourages the entire party to participate in a social encounter, and can be used in encounters with multiple NPCs. Known as influence checks, these are usually skill checks, though other types of checks may suffice, as an NPC may be especially impressed by other qualities, such as drinking ability or martial prowess.

In this system, a social encounter is divided into one or more phases. GMs should determine beforehand how many phases a social encounter will last, thus determining how many chances the PCs will have to influence or learn about their targets—generally two to six. For example, seducing a baroness or forestalling her carriage may both earn the PCs an extra phase in which to win her favor.

During each phase, a PC can either try to directly influence the NPC via an influence check, or attempt to learn more about that NPC with a discovery check—a check to learn about an NPC that can help with future influence checks during the same social encounter. The kinds of checks required for an influence check or a discovery check, known as influence skills, are unique to each individual.

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Discovery Checks Each PC who attempts a discovery check rolls separately, even if multiple PCs attempt to discover information about the same NPC during the same phase. This represents the PCs forming their own separate opinions and analyses.

At the beginning of the social encounter, each PC can attempt a relevant Knowledge check to recognize particularly prominent NPCs see the sidebar for DCs.

Each type of discovery check has its own requisite skill and DC. When a PC chooses to attempt a discovery check, the GM should tell the player the possible types of skill checks for each kind of discovery check though not the DCs , and let her pick which to attempt. If a discovery check relies on a Knowledge skill, it requires observation in the current moment, not static knowledge. A PC who succeeds at a discovery check learns one of the skills that can influence the NPC starting with the skill with the lowest DC , one of his strengths, or one of his weaknesses.

For every 5 by which the PC exceeds the DC, she learns an additional influence skill, strength, or weakness. A PC generally gains no benefit or hindrance when using a skill that cannot influence the NPC, though the GM may rule that multiple fumblings annoy the target and impose penalties on future rolls.

Guidelines for setting influence check DCs appear in the sidebar.

Additional checks serve as aid another attempts tied to the principal check. Succeeding at an influence check by a substantial margin provides additional benefits. Succeeding at an influence check by 10 or more allows the PC to choose between gaining the benefit of succeeding at two influence checks or the benefits of an influence check and a discovery check as if she had succeeded by only 5 or more.

Failing an influence check by a substantial margin makes it harder to influence the target in the future. If a PC fails an influence check by 5 or more, she cannot attempt to influence that NPC using the same skill for the remainder of that social encounter. A PC who fails an influence check by 10 or more cannot influence that NPC for the rest of the social encounter at all.

These restrictions also apply to aiding another—a PC who fails by 10 or more irritates the NPC to the point that the party can no longer take advantage of her assistance. Some NPCs might act as if they were being influenced even if they have no intention of listening to the PCs.

After all, the NPC can hold a conversation with only so many people at once, and if six characters cluster around, the interaction may seem more ominous than intended.

Limiting the number of PCs who can simultaneously interact with an NPC to two or three with the other PCs attempting discovery checks or focusing on other NPCs , helps the encounter flow briskly and prevents a single PC from taking too much of the spotlight. Once the PCs succeed at a certain number of influence checks, they gain sway over that NPC, changing his opinion on an issue, earning a favor, or otherwise gaining some benefit or removing an obstacle. Before a Social Event If the PCs know which NPCs they need to influence in advance, they can seek out information to assist them in doing so ahead of time, potentially gaining information from the social stat block before the encounter.

To represent the results of such preparations, each PC can attempt one Knowledge -based discovery check in advance with a — 5 penalty. The GM can allow other discovery skills to work, but Sense Motive should never work in advance unless the PC is actively stalking the NPC, which might require additional Disguise or Stealth checks and could lead to negative consequences. An opposing party of NPCs at the same event can place additional pressure on the PCs to complete their task.

In most cases, casting mind-affecting or other intrusive spells is socially unacceptable or even criminal, so PCs who wish to use such magic should use discretion. Even NPCs unfamiliar with magic are likely to assume that spells are intended for mischief, unnatural control, or other selfish ends. The most common schools of magic used in social situations are divination , enchantment , and illusion.

Divination spells can assist the PCs in similar ways to a discovery check. Spells such as detect magic and identify reveal active spells and magic items. Spells and items far beyond the reasonable means of an NPC may indicate that NPC is hiding something, or is more than she seems. Alignment-detecting spells reveal whether someone has an unusually strong or unexpected aura. Enchantment spells and effects are extremely effective tools for increasing influence, but their use is dangerous.

More powerful enchantments such as suggestion are unhelpful for gaining influence, since they compel limited actions for a time and then stop. People typically react poorly to realizing that enchantment magic has been used on them.

The consequences of getting caught range from the offending PC being unable to attempt further influence checks against that NPC at that social event, to the whole party being unable to attempt further influence checks against that NPC during that event, up to the party being kicked out of the event entirely or charged with a crime.

It also reprints a few of the variant Leaderships from the various Player Companion books, collecting them all in one place. While I normally frown on too much reprinting in the RPG line, collecting these feats does make sense, and this is as good a place as any for a Leadership expansion I do wish there were some optional rules in this section adjusting the Leadership feat.

Reducing the xp gained by the party because they effectively have an extra PC would be nice. The Bad Ultimate Intrigue includes numerous ways to boost skill checks. However, skill check bonuses are already pretty rampant in the game, being valued less than attack bonuses or ability bonuses 10 to 20 times less gp for magic items that give a skill bonus.

You can break the math of the game quite readily when you focus on a skill or two. Although, ironically, the feyspeaker druid archetype gets a couple extra skills per level and added skills but loses a lot in the process, including a reduction of BAB and the Nature Sense feature.

Demoralizing is big in this book. While also common with the swashbuckler, the vigilante and a number of other options in this book push demoralizing to the forefront.

Which is unfortunate as the save for that ability is non-standard and requires on-the-fly math. The social talents of the vigilante are rather weak, especially for Pathfinder Society. Expanding that system seems like it would have been more useful than replacing it with an incompatible variant.

Similarly, Pursuits are basically overland Chases and could have been an expansion of that subsystem, possibly with optional rules in sidebars expanding it.

The book has lots of subsystems and new optional rules but no real variant rules that replace the existing rules. In the case of the later, you can use the multi-page Influence system, but this is very detailed and not something that can really be done ad hoc.

Alternate ways to handle skills without lengthy mini-games would have been nice. Several of the subsystems replace single checks with multiple successes, including the Pursuits, Research, and Individual Influence.

Rather than three incompatible and self-contained 6-page Skill Challenges subsystems, they probably could have just had one lengthy page section on Complex Skill checks with one or two-page options on various types of Complex Skill Checks. And since it would be building on two prior editions of the rule set, it could have made use reams of feedback and play experience. Most of the subchapters are six pages, even if the topic could have used less.

But this inflexible length feels needless and results in some sections getting fewer pages than they warranted and some receiving too many. Because it makes use of the unchained summoner, Pathfinder Unchained should also be on that list. The crunch often has some of the same weakness of the other more recent Pathfinder releases.

The text of new mechanics and spells can get pretty specific, full of clarifying statements and caveats to make sure the rule cannot be misread and limit potential abusive combinations. With multiclassing being as easy as it is in Pathfinder, overlap feels redundant.

It also makes classes less unique, as they have fewer abilities only they have access to. Several of the vigilante archetypes are thematically weak. The warlock is just a vigilante that has some arcane spellcasting, the zealot is the divine variant, and the psychometrists is an occult vigilante. One feat that really jumped out at me is Darkness Trick.

Handy and useful, since you have a non-glowing weapon ready, but it would be just as effective to take Quick Draw. The book also reprints Fencing Grace from Advanced Class Origins, but chooses to reduce its power and add limits: errata could have been handled via an update.

The Ugly The absence of roleplaying mechanics and subsystems stood out to me. Not just rules that let you replace roleplaying with rollplaying, but subsystems and advice on adjudicating how well someone is roleplaying, rewarding roleplay, and such. However, modern narrative roleplaying games like Fate show that you very much can add plot manipulation to roleplaying games although, Plot Point type games have been around for ages.

A book on intrigue, stealthy, and spying would have been the perfect place to add narrative control and roleplaying reward mechanics to the Pathfinder system.

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However, since a vigilante requires a very specific type of campaign to exist anyway, giving advice on how to vary the divination spells seems like an easier tactic than spending 20 pages on a new class. As an alternative to house rules, the vigilante could easily have been a prestige class.

After all, what does a first level vigilante look like? The prestige class aspects are especially prominent when everything you need to be to act as a vigilante can be attained in a 1 or 2 level dip into the class. While a full vigilante class could very well work well, it feels more like a niche offering from a 3rd Party Publisher than something that should be official content.

Several of the feats reduce options, taking actions that might otherwise have been attempted and moving them into a feat. While this codifies the rules, it does mean the action cannot be attempted without the feat, reducing player creativity. Want to convince people to stop fighting? You should have taken the Call Truce feat. Want to lie and trick someone into thinking you cast a hostile spell on them?

You need Feign Curse. Want to determine how two characters feel about each other with your high Sense Motive character?

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You require the Sense Relationships feat. Trying to help an ally using Disguise with the Bluff skill? You need the Willing Accomplice feat. Lastly, the Misdirected Tactics feat seems to have similar problems to the Crane Wing, in that it all but shuts down an attacker with a single big attack. And, as a nitpick, at the end of the Social Combat section that are a couple of the most generic pieces of art ever, that look like superfluous pieces added to fill space. The Awesome A few archetypes really leapt out at me.

The metamorph alchemist is pretty much an alchemist in name only. I like my fey flavour, and this has been lacking in the past. A quick rundown of other neat archetypes that jumped out at me. The magic child archetype for the vigilante is going to make a LOT of people happy, and it even has a small animal guide. Although shadow caller could easily have been a summoner build… and might have already. Lastly, the wildsoul vigilante adds animal powers to the class; while cheesy as eff and as subtle as a oversized prop comedy brick to the head, there is an arachnid version.

Too bad to do whatever a Spider-man can you need to be 18th level. Feinting is a huge part of this book. The action requirement and prerequisites always made feinting seem inoptimal for most classes, a rogue trick that made them lose iteratives and offhand attacks. As always, there are some nice pieces of art. The iconic inquisitor and arcanist talking down an angry mob on page tells a story in one picture. The hat swapping on page is hilarious, as is the cavalier and the pig on page So much of the enjoyment gained from the art is that Pathfinder fans know the iconics and their personalities, which makes the sight of Alain the cavalier who is kind of a dick holding a pig all the more amusing.Levels of cleric and vigilante stack for the purpose of determining domain powers and abilities.

This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50, gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.

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Email this:. A warlock vigilante may know any number of spells. How to make America's penal system less punitive and more effective. No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission.