ebook img

Pathfinder Roleplaying Game: Ultimate Intrigue PDF

258 Pages·2016·17.6 MB·English
Save to my drive
Quick download
Download
Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.

Preview Pathfinder Roleplaying Game: Ultimate Intrigue

UU llTTIImmaaTT ee II NNTTrr¹¹ggUUee UU llTTIImmaaTTee II NNTTrr¹¹ggUUee UU llTTIImmaaTTee IINNTTrr¹¹ggUUee CREDITS Lead Designer • Jason Bulmahn Designers • Logan Bonner, Stephen Radney-MacFarland, and Mark Seifter Authors • Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, and Linda Zayas-Palmer Cover Artist • Wayne Reynolds Interior Artists • David Alvarez, Subroto Bhaumik, Milivoj Ceran, Tomasz Chistowski, Felipe Escobar, Mariusz Gandzel, Nicholas Gregory, Kent Hamilton, Mikaël Léger, Daniel López, Jaime Martinez, Mark Molnar, Emiliano Petrozzi, Roberto Pitturru, Maichol Quinto, Bryan Sola, Bryan Syme, and Konstantin Vavilov Editor-in-Chief • F. Wesley Schneider Creative Director • James Jacobs Executive Editor • James L. Sutter Senior Developer • Rob McCreary Developers • John Compton, Adam Daigle, Mark Moreland, and Owen K.C. Stephens Assistant Developers • Crystal Frasier, Amanda Hamon Kunz, and Linda Zayas-Palmer Senior Editors • Judy Bauer and Christopher Carey Editors • Thomas Call, Garrett Guillotte, Jason Keeley, Lyz Liddell, Josh Vogt, and Wendy N. Wagner Managing Art Director • Sarah E. Robinson Art Director • Sonja Morris Senior Graphic Designer • Adam Vick Graphic Designer • Emily Crowell Publisher • Erik Mona Paizo CEO • Lisa Stevens Chief Operations Officer • Jeffrey Alvarez Director of Sales • Pierce Watters Sales Associate • Cosmo Eisele Marketing Director • Jenny Bendel Vice President of Finance • Christopher Self Staff Accountant • Ashley Kaprielian Data Entry Clerk • B. Scott Keim Chief Technical Officer • Vic Wertz Software Development Manager • Cort Odekirk Senior Software Developer • Gary Teter Project Manager • Jessica Price Organized Play Coordinator • Tonya Woldridge Adventure Card Game Designer • Tanis O'Connor Community Team • Liz Courts and Chris Lambertz Customer Service Team • Sharaya Copas, Katina Davis, Sara Marie Teter, and Diego Valdez Warehouse Team • Will Chase, Mika Hawkins, Heather Payne, Jeff Strand, and Kevin Underwood Website Team • Christopher Anthony, Winslow Dalpe, Lissa Guillet, Julie Iaccarino, Erik Keith, and Scott Spalding This game is dedicated to Gary Gygax and Dave Arneson. Based on the original roleplaying game rules designed by Gary Gygax and Dave Arneson and inspired by the third edition of the game designed by Monte Cook, Jonathan Tweet, Skip Williams, Richard Baker, and Peter Adkison. This game would not be possible without the passion and dedication of the thousands of gamers who helped playtest and develop it. Thank you for all of your time and effort. Paizo Inc. 7120 185th Ave NE, Ste 120 Redmond, WA 98052-0577 paizo.com This product is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game or the 3.5 edition of the world’s oldest fantasy roleplaying game. Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Pathfinder Roleplaying Game Ultimate Intrigue is published by Paizo Inc. under the Open Game License version 1.0a © 2000 Wizards of the Coast, Inc. Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, the Pathfinder logo, and Pathfinder Society are registered trademarks of Paizo Inc.; Pathfinder Accessories, Pathfinder Adventure Card Game, Pathfinder Adventure Path, Pathfinder Battles, Pathfinder Campaign Setting, Pathfinder Cards, Pathfinder Flip-Mat, Pathfinder Map Pack, Pathfinder Module, Pathfinder Pawns, Pathfinder Player Companion, Pathfinder Roleplaying Game, and Pathfinder Tales are trademarks of Paizo Inc. © 2016 Paizo Inc. First printing April 2016. Printed in China. UU llTTIImmaaTTee TABLE OF CONTENTS IINNTTrr¹¹ggUUee INTRODUCTION 4 CHAPTER 4: SOCIAL COMBAT 164 Social Conflicts 166 CHAPTER 1: CLASSES 6 Verbal Duels 176 Base Class: Vigilante 9 Skills in Conflict 182 Alchemist Bluff 182 Archetypes 18 Diplomacy 184 Bard Disguise 186 Archetypes 20 Intimidate 186 Cavalier Perception and Stealth 187 Archetypes 24 Sense Motive 188 Druid Replacing Opposed Rolls 189 Archetypes 26 Inquisitor CHAPTER 5: SPELLS 190 Inquisitions 28 Spell Lists 192 Archetypes 28 Spells 203 Investigator Archetypes 32 CHAPTER 6: GEAR AND MAGIC ITEMS 230 Mesmerist Weapons 232 Archetypes 36 Adventuring Gear 232 Ranger Alchemical Tools 234 Combat Styles 40 Magic Items 237 Archetypes 40 Rogue INDEX 252 Talents 44 Archetypes 44 Skald Archetypes 48 Spiritualist Archetypes 50 Swashbuckler Archetypes 52 Vigilante Archetypes 54 Other Class Archetypes 64 CHAPTER 2: FEATS 72 Types of Feats 74 Feat Descriptions 74 Feat Table 76 CHAPTER 3: MASTERING INTRIGUE 96 Influence 102 Heists 118 Leadership 130 Nemeses 136 Pursuit 142 Research 148 Spells of Intrigue 154 Introduction M any challenges adventurers face are best solved If you’re looking for a specific topic, check the index not with blades or spells, but through wit and located on page 252. guile. Like the real world, any good fantasy setting Chapter 1—Classes: This chapter contains numerous runs at least in part on covert manipulations and wily options for characters interested in social challenges and maneuvering, and this book is here to give characters the skill-based encounters, beginning with an entirely new tools to succeed when simple bloodshed is not the answer. class: the vigilante. Living two lives, the vigilante is a While characters with plenty of skill ranks may be best character class that is at home both in the courts of kings suited to tackle social challenges that rely on negotiation, and the grimy back alleys of thieves and cutthroats. Using deception, and even intimidation, this book provides a secret identity, the vigilante can live an ordinary life, ways for everyone to participate, from silver-tongued con negotiating with merchants, attending festive balls, and artists to the brashest barbarians. even influencing nobles, all the while hiding a secret life Pathfinder RPG Ultimate Intrigue contains the tools for spent fighting against those who would oppose him. The players and Game Masters alike to make intrigue a part of vigilante is a useful class for secret crime-fighters, those their game. Players can gain new archetypes, skills, feats, who must live under the yoke of oppressive governments and spells to aid them in social situations, while GMs or evil regimes, and any others with reasons to hide their can add verbal duels, social combats, and numerous other identities from their enemies—or even from their allies. challenges to a campaign. Ultimate Intrigue is a companion The chapter also includes archetypes for character to Ultimate Combat, which focuses on the martial aspects of classes that are more likely to become involved in social the game, and Ultimate Magic, which presents a wide variety challenges and encounters, such as alchemists, bards, of rules for spellcasting characters. cavaliers, druids, inquisitors, investigators, mesmerists, rangers, rogues, skalds, spiritualists, swashbucklers— Navigating This Book and, of course, vigilantes. For other classes, specialized Each chapter in this book contains rules grouped by type archetypes and various alternate class features appear or theme for ease of reference. The following overview together at the end of the chapter in the Other Class summarizes the new options you’ll find in each section. Archetypes section. 44 INTRODUCTION Chapter 2—Feats: From new metamagic feats to feats Book References allowing characters to engage in diplomacy during battle This book refers to a number of other Pathfinder Roleplaying or hide their spellcasting, this chapter offers all characters Game products using the following abbreviations, yet a chance to excel at intrigue. Many feats presented here let these additional supplements are not required to make your character do new and interesting things with skills, but use of this book. Readers who don’t have the Pathfinder there are also new options for more martially inclined player RPG hardcovers referred to in this book can find the characters, including new combat styles and supporting complete rules of these books available online for free feats. Lastly, a number of the feats enhance how characters at paizo.com/prd. The following abbreviations indicate can interact with the various subsystems featured in rules elements such as feats, spells, and magic items from Chapters 3 and 4, while still granting those characters an other sources. edge when they’re not in a game using those subsystems. Chapter 3—Mastering Intrigue: This chapter focuses on Advanced Class Guide ACG rules and advice for adding a new dimension of intrigue to Advanced Player’s Guide APG your game. These subsystems allow GMs to use only what Advanced Race Guide ARG they need to enhance their games in specific situations, Occult Adventures OA without the burden of having to learn an entire suite of new Ultimate Combat UC rules. This chapter contains overviews of the following topics. Ultimate Equipment UE Influence: What does it mean for a character to be in good Ultimate Magic UM standing with a group, and what rewards does such status bring? This system allows PCs to earn influence with groups through roleplaying and a careful use of skills, and details what advantages such influence can confer. Verbal Dueling: With characters trading barbs and japes Heists: Not every encounter is as straightforward as to determine the victor, verbal dueling adds a way to heroes fighting monsters. Sometimes the PCs need to split defeat foes with witty banter and searing sarcasm. up and accomplish multiple goals in tandem for their plan Skills in Conflict: The social skills (Bluff, Diplomacy, to succeed. This section gives GMs tools and tricks to help Disguise, Intimidate, and Sense Motive) are some of pull off these complicated encounters. the most complicated skills in the game—and for good Leadership: Expanding on the rules of the Leadership reason, as they allow characters to change the narrative, feat, this section presents general guidelines, a handy alter the truth, and uncover deception. This section gives index of monstrous cohorts, and new rules for gaining the advice and ideas on how to most effectively use these vital services of a companion at earlier levels. skills in the game. Nemeses: Monsters come and go, but true villains might Chapter 5—Spells: This chapter is full of magical constantly return, becoming nemeses. These foes often measures and countermeasures to bring the thrill of can’t be dealt with through combat, due to their position intrigue to your table. Emphasizing enchantments, or power, yet they must still be defeated. This section divinations, and especially illusions, this chapter presents provides guidelines for adding nemeses to campaigns, new spells to help you play mind games with your enemies, plus ways to keep these villains engaging and make them from a glamer to make a target seem like he’s always lying truly memorable. to one that can disguise a creature’s future to foil prediction Pursuit: Longer than a simple chase, a pursuit can take magic. The chapter also includes a new type of spell—the hours or even days to resolve. These rules add interesting ruse spell—which does its work while appearing to be twists and turns to long-distance hunts. another, more innocuous spell. For example, you can use Research: Knowledge is power, and uncovering ancient ruse spells to do things like pretend to resurrect someone lore should be more dramatic than just a skill check. These while actually inviting an allied shadow demon to possess rules make research a compelling part of the adventure. the corpse. Spells of Intrigue: When a game involves hidden foes, Chapter 6—Gear and Magic Items: Replete with magic mysterious occurrences, and obscured agendas, a quick items, nonmagical gear, and alchemical concoctions, this spell or two can unravel all of the GM’s careful work chapter provides tools for socialites, spies, poisoners, and and planning. This section gives advice on how GMs can adventurers who want to add a dash of intrigue to their account for magic when running intrigue-filled games. repertoire. It includes two new easily hidden weapons: Chapter 4—Social Combat: They say the pen is mightier the wrist launcher, which shoots tiny darts, and the than the sword, and a duel with words can be as deadly spring blade. Other items include tools for sending coded as any battle. This chapter provides different systems for messages (like the code rod) or concealing items (like fighting foes with words and skill checks. the concealment coin), weapons that can help you attack Social Conflicts: This system allows a GM to set up undetected (like the silent sentry crossbow), items to smooth encounters, adventures, or even campaigns that see the over social situations (like the fan of flirting), and a wide PCs join a social struggle between various factions. variety of items to improve disguises (like accent tablets). 55 Classes 1 Y ou can’t do this!” the killer screamed. “I have friends! The mayor will see you hang if anything happens to me!” The masked figure drew a long dagger. “That’s the whole point, though.” He gestured toward his face. “Even if the clerics read your corpse, what will they learn? A man in a mask. I could be one of your victims’ friends. I could be the mayor himself. I could be your own father, doing what should have been done long ago. I’m everyone, and so I’m no one.” The woman’s eyes went wide as the blade approached the whip. “Okay, no, you’re right. You’ve got me. But I’ve got money. Magic. I can get you anything you want.” “Anything?” The man tapped his lips. “Well, there is one thing...” The dagger cut the whip. Classes Introduction vigilante, these tasks are both within reach as long as you learn to properly use your dual nature and hidden skills to your fullest advantage. While most classes focus either on martial or magical combat, characters of any class can engage in intrigue. ARCHETYPES Some are certainly more suited than others, but with the Following the vigilante class is a series of archetypes and right skills and abilities, any character can mingle at the alternate class features for a wide variety of classes. In king’s ball or haggle with the head of the local thieves’ this section, organized by class, you will find a number guild. Of course, if intrigue is central to the campaign, of archetypes for alchemists, bards, cavaliers, druids, characters might consider a more serious investment inquisitors, investigators, mesmerists, rangers, rogues, in class features or even class levels that grant abilities skalds, spiritualists, and swashbucklers. Since vigilantes that allow them to more easily navigate such treacherous don’t have archetypes from previous sources, they receive social waters. an extended section packed with archetypes that let you The options presented in this chapter are designed play all sorts of unusual vigilantes, from hulking brutes to give characters an edge through class features that to mystical scholars. In addition, antipaladins, clerics, directly benefit those who find themselves in dangerous gunslingers, hunters, monks, occultists, paladins, social situations. While not every class is represented, this slayers, and summoners each receive a single archetype chapter offers archetypes for classes from the Pathfinder or two, grouped together at the end of the chapter for RPG Core Rulebook, Pathfinder RPG Advanced Player’s Guide, ease of reference. In that final section, you’ll also find the Pathfinder RPG Advanced Class Guide, Pathfinder RPG Occult new intrigue oracle mystery and new intrigue-themed Adventures, and more. In addition, this chapter presents an kineticist utility talents for each element. entirely new class, one that is specialized in the finer arts When a character takes levels in a class, he must decide of intrigue, while still having the ability to fight his way to take the standard class features, or those presented by an out of trouble. archetype. Each archetype replaces specific class features from the parent class, and the choice to take an archetype THE VIGILANTE does not need to be made until the first level that includes Being a renowned hero can be dangerous to your health a class feature that is altered or replaced. and prosperity. Fighting against corruption and the If an archetype includes multiple class features, a evil that lurks within society makes you a target and, character must take all of them. He cannot decide to even worse, puts your friends and family in danger. For leave the archetype and instead take the replaced class those who must maintain a social persona, being a part features at later levels, unless specifically allowed by the of the greater community while secretly fighting against archetype. All other class features of the base class that powerful forces within it requires leading a double life. are not mentioned in the archetype remain unchanged By day, the vigilante maneuvers through society, dealing and are acquired normally when the character reaches the with other nobles or influential individuals. By night, he appropriate level (unless noted otherwise). A character who dons a disguise and an utterly different set of goals, taking takes an alternate class feature does not count as having the the fight to his foes and solving problems with a blade class feature that was replaced for the purpose of meeting when words will not suffice. any requirements or prerequisites. Game Masters should consider carefully whether A character can take more than one archetype and or not a vigilante will make for a good fit with their gain additional alternate class features, but none of the campaign. The class is one that requires a degree of social archetypes can replace or alter the same class feature from aptitude and roleplaying to make full use of its potential. the base class as another alternate class feature. Campaigns that focus more on wilderness exploration, If an archetype replaces a class feature that is part of a travel, or dungeon delving and that are lighter on politics, series of improvements or additions to a base ability (such negotiation, and manipulation might require a vigilante as a fighter’s weapon training or a rogue’s uncanny dodge), player to put in additional effort to make full use of his the next time the character would gain that ability, it counts class features. Alternatively, a vigilante is uniquely suited as the lower-level ability that was replaced by the archetype. to make for a powerful villain, hidden by day behind a mask In effect, all abilities in that series are delayed until the of civility and a terror at night, free to commit terrible acts next time the class improves that ability. For example, if without risking discovery. an archetype replaces a rogue’s +2d6 sneak attack bonus at For players, the vigilante offers a unique opportunity to 3rd level, her sneak attack doesn’t jump from +1d6 to +3d6 take on the role of a character with a hidden side, and whose at 5th level—it instead improves to +2d6 just as if she had life is committed to a secret agenda that he must struggle to gained the increase at 3rd level. This adjustment continues advance in a complex world. Not every problem can be solved for every level at which her sneak attack would improve until with a dagger in the dark, and even the most stubborn foe 19th level when it finally reaches +9d6 instead of the +10d6 might be become an ally with the proper bribe. For the sneak attack bonus of a standard rogue. 88 CHAPTER 1 CLASSES Vigilante The vigilante can start each day in either of his identities, referred to simply as social or vigilante. Changing from one identity to another takes 1 minute and must be done out of Life can be unfair. Think of the starving peasants forced sight from other creatures to preserve the vigilante’s secret. to toil for the local baron or the common laborers tasked Changing identities is more than just changing outfits and with building the king’s newest palace for a mere handful clothing (although that is certainly a part of it); the process of copper pieces each week. There are those who see these often also involves applying make-up, altering his hair, and injustices and do nothing. There are those who are willing to adjusting other personal effects. Furthermore, the change reap the rewards obtained through the suffering of others. is as much a state of mind as of body, so items such as a hat Then there are those who see inequality and find themselves of disguise and similar spells and effects that change the driven to take action, outside the law if necessary. These user’s appearance do not reduce the time required to change vigilantes operate in plain sight, hiding behind respectable identities. Most social talents require the vigilante to be in personas by day, but donning alternate guises by night to his social identity, but a vigilante who uses vigilante talents right the wrongs they see all around them. in his social identity risks exposing his secret. Not all vigilantes are out to make the world a better Despite being a single person, a vigilante’s dual nature place. Some criminals hide behind the pretense of being allows him to have two alignments, one for each of his ordinary folk, only to become terrors in the shadows, stealing and killing to fulfill some dark agenda. In either case, the vigilante is a character of two natures—the face that everyone knows and the mask that inspires fear. Role: A vigilante can take on many tasks within a group. Most are skilled at negotiating delicate social situations and courtly intrigue, but they can also serve as stealthy spies or even brutish warriors in dangerous environments. Alignment: Any. Hit Die: d8. Starting Wealth: 5d6 × 10 (average 175 gp). CLASS SKILLS A vigilante’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Climb (Str), Craft (Int), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Intimidate (Cha), Knowledge (dungeoneering) (Int), Knowledge (engineering) (Int), Knowledge (local) (Int), Perception (Wis), Perform (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), Survival (Wis), Swim (Str), and Use Magic Device (Cha). Skill Ranks per Level: 6 + Int modifier. CLASS FEATURES The following are the class features of the vigilante. Weapon and Armor Proficiency: Vigilantes are proficient with all simple and martial weapons, light armor, medium armor, and shields (except tower shields). Dual Identity (Ex): A vigilante hides his true identity, allowing him to move about social circles and nobility without carrying the stigma of his ruthless actions. In effect, the vigilante has two identities: one is a polite member of society while the other is a skilled and cunning warrior. To keep up this charade, the vigilante usually has two names: his true name, used in polite company, and his vigilante name, used to strike fear in the hearts of those who oppose him. Knowledge checks about one do not reveal information about the other, unless the vigilante’s true identity revealed to the world at large. 99

See more

The list of books you might like

Most books are stored in the elastic cloud where traffic is expensive. For this reason, we have a limit on daily download.