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    Book Information
    A sharp sword and a powerful spell are not the answer to every problem an adventurer is bound to face. Ultimate Intrigue, the latest hardcover rules reference for the Pathfinder Roleplaying Game, arms players with every bit of charm, grace, innuendo, and
    insult necessary to defeat even the most difficult social encounters. This expansive 256-page hardcover book delves into the shadowy world of intrigue, giving both players and GMs alike plenty of rules to add to their game. Engage in social combat,
    dueling with words instead of steel. Participate in a heist, working as a team to steal a valuable object or vital piece of information. Curry favor with the local churches, guilds, and royals with a complete influence system. Give your character an edge
    in social situations with a wide variety of new archetypes, feats, spells, and gear!

    Ultimate Intrigue also introduces a new Pathfinder RPG class: the vigilante. Influential socialite by day, avenging warrior by night, the vigilante is ready for anything, but he must take care to ensure that no one learns about his secret life!

    Ultimate Intrigue includes:
    β€’ The vigilante, a new character class that lives two lives, one as a respected member of the community, another as a crusader willing to do anything to get the job done.
    β€’ Character options for every class that relies on skills to win the day, including the alchemist, bard, druid, hunter, inquisitor, investigator, mesmerist, ranger, rogue, slayer, spiritualist, and more!
    β€’ A complete system of influence, giving the GM a new way to reward players for helping out an organization or community.
    β€’ Rules for social combat and verbal dueling, using words as weapons to accomplish goals and defeat foes.
    β€’ Dozens of feats and spells that can be used in a social setting, some to spy with and some to hide the truth.
    β€’ …and much, much more!

    Book ID Asin: 1601258267
    Book Title: Pathfinder Roleplaying Game: Ultimate Intrigue
    Book Author: Jason Bulmahn
    Book Format and Price:
    Book Format Name: Hardcover
    Book Format Price: unknown
    Book Price: unknown
    Book Category: Books, Humor & Entertainment, Puzzles & Games and unknown
    Book Rating: 158 ratings
    Book Product Detail
    ASIN ‏ : β€Ž 1601258267
    Publisher ‏ : β€Ž Paizo Inc.; Illustrated edition (April 19, 2016)
    Language ‏ : β€Ž English
    Hardcover ‏ : β€Ž 256 pages
    ISBN-10 ‏ : β€Ž 9781601258267
    ISBN-13 ‏ : β€Ž 978-1601258267
    Reading age ‏ : β€Ž 16 years and up
    Item Weight ‏ : β€Ž 2.08 pounds
    Dimensions ‏ : β€Ž 8.6 x 0.7 x 10.9 inches
    Best Sellers Rank: #477,867 in Books (See Top 100 in Books)
    #167 in Pathfinder Game
    #456 in Board Games (Books)
    Customer Reviews:
    4.7 out of 5 stars 158 ratings
    unknown
    Book Review
    Name: Kindle Customer
    Rating: 4.0 out of 5 stars
    Title: Great class, interesting rules options, some flaws
    Date: Reviewed in the United States πŸ‡ΊπŸ‡Έ on November 1, 2016
    Review: So, Ultimate Intrigue took a long time for me to come to a complete opinion on.

    The Vigilante class introduced in this book is, in my opinion, easily the best non-spellcasting class Paizo has ever created. It breaks up its social options and combat options in such a way that you have a great character able to participate in all
    areas of the game without having to choose whether you want to be competent in combat or in the myriad other facets of the game like exploration, social encounters, etc. It has deep and well-designed talents that allow you to pick any of a variety of
    different ways to participate in combat, with or without weapons, and numerous tools for allowing players to influence the story with safe houses, contacts, and more.

    At PAX Prime 2016 I had the opportunity to visit Paizo's Pathfinder demo area and play their pregenerated vigilante character. I honestly didn't expect it to go terribly well; after all, the vigilante is a class built around balancing two identities and
    moving between different social strata, so you'd think that this would require a more controlled environment where you know the other players in advance and have time to plan out how your character fits into the game world with your GM ahead of time,
    right? Turns out, I was wrong. The vigilante class is well-crafted enough that even while playing a 1st level pregen I was able to easily deal with situations in and out of combat, and it took me about 60 seconds of conversation to establish with the
    group that I had a secret identity they were privy to and might need them to cover for my character from time to time if he needed to swap identities. It didn't hurt matters that the only downside to anyone learning a vigilante's secret identity is that,
    well, they know his or her secret identity. You can go all Tony Stark if you want, announce that you are Iron Man, and carry on as normal. Very few of the vigilante's abilities actually require you to maintain truly secret identities, and the only real
    hit you take is that you're a bit easier to find by magical means (though even this can be addressed with clever use of the Safe House Social Talent).

    The book also elaborates on the intent behind numerous spells that often prove problematic for GMs in games where they want to have a focus on gritty investigation of mystery, such as the various detect spells, speak with dead, etc.

    I think my biggest disappointments with the book, and the reason I can't give it 5 stars, lie in the feats and archetypes. I'll start with the feats, and a bit about why I see most of them as representative of missed opportunities.

    To start with, Pathfinder's skill system is heavily dated. When Paizo brought it over from 3.5, they combined a few extraneous skills, but otherwise did little to update things, meaning the core area of the rules covering everything in the game that isn'
    t casting spells or hitting things is now well over a decade old and out of date. Several skills don't even actually work as written, have interactions you're just supposed to kind of assume or make up (Ride and Handle Animal are a mess, Stealth requires
    one to check out FAQs and blog posts online to use as intended, Bluff and Diplomacy have more than a few vague areas and inconsistencies, etc.), so what better book to address, update, and expand these core components of the game than a book about
    playing skill and intrigue heavy campaigns? Unfortunately, Paizo chose not to go that route, instead relying on feats to stretch skills over their gaps and issues, leading to many of the feats in the this book providing skill uses that I've seen GMs at
    hundreds of tables houserule as basic functions of those skills to begin with. Instead of formalizing intuitive uses of existing skills into their basic function, they added a feat tax to allow characters to do things many people already thought they
    could do. While there is a section in the book going over several of the vague areas in a few key skills, these are primarily common sense clarifications instead of the full address the skills could have used.

    The archetypes, like many Paizo hardcovers, are all over the place. Some of them are interesting and dynamic, like the Masked Performer bard archetype, some show an attempt at embodying a cool and modern concept but fail to achieve that concept in the
    actual execution, like the Magical Child vigilante archetype, and some are just plain bad, so obviously terribly designed that you almost wonder if the person who wrote them has ever actually played Pathfinder, like the Brute vigilante archetype.

    Now, don't let the above wall of negativity mislead you; there is a lot of great stuff in this book, including perhaps the most inspired and well-crafted class Paizo has ever produced, a class that introduces really interesting design concepts, plays
    with components of the class chassis we haven't seen classes treat as quite so malleable before, and is a genuinely fun and interesting class to play in and of itself. Despite many of the feats ranging from useless to frustrating, there are still quite a
    few that are interesting and viable, and while the archetypes are very hit or miss, that's generally true of Paizo books in general and probably shouldn't be held against this one in particular.

    My final verdict on Ultimate Intrigue is 4 stars, and a strong recommendation to pick it up, if for no other reason than to add the Vigilante class to your game (though there definitely are other reasons to add this book to your collection).

    Name: Peter Kratz
    Rating: 4.0 out of 5 stars
    Title: Very good for certain adventures
    Date: Reviewed in the United States πŸ‡ΊπŸ‡Έ on October 7, 2016
    Review: If you're doing a typical Lord of the Rings-ish adventure, or really just anything where the players don't stay very long in one place, you won't get much milage from this, aside from some new archetypes and spells.

    If however, your heroes intend to plant some roots and get social with NPCs and organizations, this is super helpful. It outlines new rules for things like reputation and fame, as well as designs for social encounters, and even deeper rules for research
    in libraries.

    Cool stuff:
    Vigilantes - a new class that's literally Batman. Or depending on archetype, literally The Hulk, or literally Sailor Moon. You could seriously fill out a functional party with just this class and archetypes.
    Social Encounters - No more repeatedly rolling diplomacy with one PC. This has rules for learning what NPCs like and demonstrating those skills
    Organization and reputation stats - now you can accurately track both player standing with a guild or government, and see what advantages (or consequences) they earn. Building an organization up could be a big part of a campaign, and this provides
    concrete systems for it.
    Rules clarification - a whole section on how to properly use skills like bluff, disguise, and diplomacy that addresses common issues and misunderstandings with them. As well as some tweaks, like speeding up stealth checks against large groups.
    Leadership variants - if your campaign has characters heading organizations, there are rules for giving them all Leadership for free, or allowing early variants of the feat (mostly, hiring a peasant to carry your crap)

    Less cool stuff:
    - Verbal duels sound cool, but are basically a second game that you have to learn, compared to the relative ease of understanding something like Mass Combat. I can't see one working unless both players have this book out in front of them.
    - Again, most new class options only work in a social adventure.

    Overall: recommended - possibly necessary - for adventures with some significant social element, but not needed for very much else.

    Name: JD
    Rating: 5.0 out of 5 stars
    Title: Research rules make previously boring encounters more exciting
    Date: Reviewed in the United States πŸ‡ΊπŸ‡Έ on June 30, 2016
    Review: This book will change the way you play pathfinder. If you want more variety in your games and more structure for your social encounters than this book is for you. If you want to mindlessly kick down doors and stab monsters than you need this book
    more than anyone. You need help, and this tome holds the answers.
    Social combat makes arguments much more intense, and important plot swings aren't decided by a single skill check.
    Research rules make previously boring encounters more exciting.
    The vigilante class has an alter ego with different alignments. It's a ton of fun to play.

    Name: Dennis & Veronica
    Rating: 4.0 out of 5 stars
    Title: Rogues, Thieves, and Undesirables
    Date: Reviewed in the United States πŸ‡ΊπŸ‡Έ on September 5, 2017
    Review: I haven't read the book from cover-to-cover but the content seems pretty useful and fun. As other reviewers have mentioned, the book delves fairly deeply into diplomatic, bluffing, and other social interactions that might be better served with
    role-play rather than dice rolling. There are an overwhelming trove of new classes and archetypes that no DM will ever be able to fully implement (sort of like a Bestiary of covert types). They do however give a DM some good ideas about the type of
    characters or organizations players might encounter. Don't forget about the feats! There always seems to be more feats. The book seems more useful for campaigns that center around a single location (like a city) rather than games that wander the
    wilderness or climb into the depths of the Darklands. All that said, it is a good addition to my core rulebooks.

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