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Published by Dragoonmk3, 2023-05-11 23:31:05

Pathfinder Ultimate Intrigue

PZO1134 Ultimate Intrigue

While most of the smoke quickly dissipates, a thin layer of it clings to any corporeal invisible creatures caught in the cone. The creatures are revealed as blurred shapes, rather than being invisible, but attacks against them still suffer a 20% miss chance. This effect lasts for 6 rounds. CONSTRUCTION REQUIREMENTS COST 1,296 GP Craft Wondrous Item, invisibility purge, obscuring mist PLANAR PARCHMENT PRICE 18,000 GP SLOT none CL 11th WEIGHT 1 lb. AURA moderate conjuration and evocation Resembling ordinary paper, planar parchment is used when negotiating with outsiders via spells like planar ally or planar binding. Using the parchment as part of negotiations grants the user a +2 bonus on her Charisma check to coerce the called outsider if such a check is required. Planar parchment offers some autonomy to outsiders called for longer missions via planar ally. The use of planar parchment increases the time for a planar ally from 1 day per caster level to 1 week per caster level for long-term tasks (without increasing the cost of the payment the outsider requires). An outsider that has its term of service increased in this way isn’t bound to the plane to which it was called. After negotiations are complete, it can return to its home plane, but is still required to perform the services it agreed to complete. Regardless of whether the outsider was called via planar ally or planar binding magic, the outsider maintains a connection with the planar parchment for the duration of its service. Any writings added to the parchment are instantly transmitted to the bound outsider, as a sending spell (with no chance of failure if the outsider is on another plane). These words disappear from the parchment 1 hour after being inscribed. Finally, once an outsider is bound to service with a planar parchment, the parchment is inscribed with script visible only to the creature completing the negotiation, or via true seeing. Reading this script is a full-round action, akin to reading a scroll. Reading this aloud immediately summons the bound outsider to the location of the scroll. A planar parchment can be used for only one negotiation, and then turns into a nonmagical piece of parchment. CONSTRUCTION REQUIREMENTS COST 9,000 GP Craft Wondrous Item, planar binding, sending POLISH OF INCONSPICUOUS ARMOR PRICE 750 GP SLOT none CL 5th WEIGHT 1/2 lb. AURA faint conjuration This pungent, tar-black armor polish comes in a small, circular tin. The 1 dose contained in the tin is enough to apply to a single Medium suit of armor or two Small suits of armor. Applying the polish takes 10 minutes, during which time the user must visualize an alternative appearance for the armor to take on, such as a normal set of clothes or another set of armor. After the polish is applied, its noxious scent dissipates and the armor appears the way the user visualized, as the glamered magic armor special ability. The armor maintains all properties other than its physical appearance, including weight, armor check penalty, and maximum Dexterity bonus. This effect remains for 24 hours before wearing off. CONSTRUCTION REQUIREMENTS COST 375 GP Craft Wondrous Item, disguise self PRIVATE PALANQUIN PRICE 63,000 GP SLOT none CL 11th WEIGHT 500 lbs. AURA moderate abjuration and transmutation This versatile wooden conveyance provides a safe refuge for its passengers, free from the prying eyes of others. A private palanquin can be commanded to change its appearance, including not only its decorations and appointments but also its physical form, taking the shape of an enclosed litter, two-wheeled cart, fourwheeled light or heavy wagon, carriage, or even a small cabin, though in all shapes it retains the dimensions of a Large object occupying a 10-foot cube. When activated, a private palanquin moves on its own, following its passengers’ directions, and has the following statistics: hp 150; hardness 8; Speed 40 ft.; AC 18 (–1 size, +9 natural); Attack none; CMD 24; Fort +2, Ref +2, Will +2. Once per day, a private palanquin can be commanded to create a set of illusory draft animals or litter bearers that last for 12 hours or until dismissed. These creatures look, sound, feel, and smell just like real creatures of their type, and they appear to move the private palanquin. Up to four Medium creatures (or a single Large creature) can fit inside a private palanquin, and creatures inside it are protected from observation, both mundane and magical, as if in a mage’s private sanctum. The door to a private palanquin is locked, as per arcane lock, but opens with a command word. If the door is opened without speaking the command word, it triggers an audible alarm. CONSTRUCTION REQUIREMENTS COST 31,500 GP Craft Construct, Craft Wondrous Item, alarm, animate objects, arcane lock, mage’s private sanctum, veil QUICK-CHANGE MASK PRICE 650 GP SLOT head CL 5th WEIGHT — AURA faint illusion A wearer can remove this mask as a move action to change his appearance as if using disguise self. The effect persists for 10 minutes. A vigilante can instead remove a quick-change mask to switch his identity as a move action. If the mask is used in this way, the effect functions just like changing identities normally (except faster), and doesn’t have a limited duration. Regardless of which way he is using a quick-change 250


CHAPTER 6 GEAR AND MAGIC ITEMS mask, the user can attempt a Bluff check to create a diversion so he can use Stealth as part of the same move action he uses to activate the mask. The mask dissolves when used. CONSTRUCTION REQUIREMENTS COST 325 GP Craft Wondrous Item, disguise self, eagle’s splendor, prestidigitation RAUCOUS CANARD PRICE 100 GP SLOT none CL 1st WEIGHT — AURA faint transmutation Scheming nobles like to use raucous canards to spread gossip about their enemies. An inactive raucous canard appears to be a small, nondescript piece of rolled-up parchment. Unrolling the parchment allows you to record a messages up to 25 words long. Once you record a message, you can throw the parchment into the air, causing it to animate, sprout small feathery wings, and circle overhead for 10 minutes while loudly repeating the message over and over in a booming voice. Alternatively, you can close the scroll, causing the animation to be triggered the next time someone opens the scroll. After 10 minutes, the raucous canard disappears in a small shower of sparks and is destroyed. CONSTRUCTION REQUIREMENTS COST 50 GP Craft Wondrous Item, animate objects, magic mouth SHADOW HAND SMOKE PELLET PRICE 800 GP SLOT none CL 7th WEIGHT — AURA moderate conjuration This delicate metallic shell contains two sets of volatile alchemical substances, similar to those used in smoke pelletsUE. When the sphere is broken, the substances mingle and fill a 10-foot cube with a cloud of dark gray smoke that lasts for 1 minute. The user can throw the pellet as a ranged touch attack with an increment of 10 feet. Partially tangible hands of smoke accost creatures in the cloud. These hands attempt to grapple anyone moving through the smoke (CMB +7). Upon successfully grappling an opponent, the hands attempt to maintain the grapple every round until the smoke dissipates. CONSTRUCTION REQUIREMENTS COST 400 GP Craft Wondrous Item, black tentacles, obscuring mist TIME BOMB PRICE 1,000 GP SLOT none CL 5th WEIGHT 1 lb. AURA faint evocation A time bomb consists of an 6-inch-tall hourglass in an obsidian frame etched with tiny runes. To activate it, the user must uncap one end and place an amount of ground sulfur sand inside. The hourglass can hold as little as 1 minute’s worth of sand to as much as 1 hour’s worth. Once the sand is inside and the time bomb is recapped, the magic is activated. If left undisturbed, after the sand has run down, the time bomb explodes as a fireball spell dealing 5d6 points of fire damage (Reflex DC 14 half). If an activated time bomb is broken, tipped over, or otherwise disturbed before its sand drains completely and it detonates, the magic is ruined. If it is disarmed in this manner without being damaged, the item can thereafter function as a normal hourglass. CONSTRUCTION REQUIREMENTS COST 500 GP Craft Wondrous Item, alarm, fireball TIME BOMB, GREATER PRICE 6,000 GP SLOT none CL 13th WEIGHT 1 lb. AURA strong evocation A greater time bomb functions as a time bomb, but deals 13d6 points of fire damage (Reflex DC 20 half). CONSTRUCTION REQUIREMENTS COST 3,000 GP Craft Wondrous Item, alarm, delayed blast fireball VESTMENTS OF FALSE FAITH PRICE 27,000 GP SLOT body CL 8th WEIGHT 5 lbs. AURA moderate illusion This priestly garment can be commanded to alter its appearance as a standard action, able to reshape itself into ceremonial garb or the everyday habit of a religious functionary of any faith. Vestments of false faith are always emblazoned with the holy symbol and colors of the faith chosen by the wearer, and she can disguise an object held in a hand as a holy symbol, censer, candle, or similar item of religious paraphernalia. This change is a visual illusion (glamer) effect akin to disguise self. The wearer of vestments of false faith gains a +10 bonus on Disguise checks to impersonate a member of the faith she has chosen (this doesn’t stack with disguise self and similar effects). She also gains a +5 competence bonus on Use Magic Device checks to activate items that duplicate divine spells or emulate a specific religion or alignment, provided they fit the religion she’s imitating. If she uses a magic item to produce the effect of a divine spell, she can make it appear to observers as though she were casting the spell, though a Spellcraft check to identify the spell being cast can identify it as coming from a magic item if the result exceeds the DC by 5 or more. The wearer’s alignment is disguised while wearing vestments of false faith, so that it appears identical to that of the deity whose holy symbol she bears, and her aura is as strong as if she had a number of cleric levels equal to her Hit Dice. This primarily affects alignment detection; however, once per day as an immediate action, she can function as if she actually had that alignment when she would normally be affected by an alignment-based effect, such as blasphemy, chaos hammer, forbiddance, or an unholy magic weapon. This effect persists until the end of the wearer’s next turn, after which any non-instantaneous effects (such as smite evil) suddenly revert to having the effects they would normally have on a creature of her true alignment. CONSTRUCTION REQUIREMENTS COST 13,500 GP Craft Wondrous Item, bless, disguise self, misdirection 251


252 adventuring gear 232–234 alchemical sapper (alchemist) 18 alchemical tools 234–237 alchemist archetypes 18–19 alchemist spell list 192 ancestral aspirant (occultist) 67–68 antipaladin spell list 192–193 armor, magic 237–238 bard archetypes 20–23 bard spell list 193–194 battle scion (skald) 48 black asp (monk) 67 bloodrager spell list 194 bluff 182–184 bold schemer (skald) 48–49 brute (vigilante) 54–55 cabalist (vigilante) 55–57 cardinal (cleric) 64 cavalier archetypes 24–25 cipher (investigator) 32–33 cleric spell list 194 cloaked wolf (inquisitor) 28 code runner (ranger) 40–41 consigliere (rogue) 44 conspirator (investigator) 33 courtly hunter (hunter) 64–65 courtly knight (cavalier) 24 crime inquisition (inquisitor) 28 dandy (ranger) 41 daring general (cavalier) 24–25 diplomacy 184–186 disguise 186 druid archetypes 26–27 druid spell list 194–195 dual identity (vigilante) 9–10 eidolon, fey (unchained summoner) 71 enigma (mesmerist) 36 eyebiter (mesmerist) 36–37 faith hunter (inquisitor) 28–29 feats 74–95 combat feats 74 critical feats 74 metamagic feats 74 penache feats 74 style feats 74 teamwork feats 74 fey caller (unchained summoner) 71 fey trickster (mesmerist) 37–38 feyspeaker (druid) 26 forensic physician (investigator) 33–34 frightening appearance (vigilante) 17 gear 232–237 adventuring gear 232–234 alchemical tools 234–237 weapons 232 gray paladin (paladin) 70 guiding blade (swashbuckler) 52 guild agent (rogue) 45 guildbreaker (ranger) 41–42 gunmaster (vigilante) 57 hallucinist (investigator) 34 heister (rogue) 45–46 heists 118–129 building a heist 118–122 example 126–127 infiltration 127–129 running a heist 122–124 tactics 124–126 hussar (cavalier) 25 impervious messenger (bard) 20 influence 102–117 individual influence 102–107 organizational influence 109–113 sample organizations 114–117 using individual influence 108–109 inquisitor archetypes 28–31 inquisitor inquisitions 28 inquisitor spell list 195 instigator (skald) 49 interrogator (alchemist) 18–19 intimidate 186–187 intrigue elements 98–100 intrigue mystery (oracle) 69–70 intrigue themes 100–101 investigator archetypes 32–35 leadership 130–135 leadership, variant leadership 132–135 magic items 237–251 armor and shields 237–238 rings 241–242 weapons 238–241 wondrous items 242–251 magical child (vigilante) 57–58 magus spell list 196 majordomo (investigator) 35 masked performer (bard) 20–21 master of disguise (rogue) 46 maverick (gunslinger) 64 medium spell list 196 mesmerist archetypes 36–39 mesmerist spell list 196–197 metamorph (alchemist) 19 mounted fury (vigilante) 58–59 nemeses 136–141 interacting 136 opportunities 136-137 personas 140–141 stratagems 137–140 noble fencer (swashbuckler) 52–53 occultist spell list 197–198 paladin spell list 198 perception 187–188 phantom thief (rogue) 46–47 psychic spell list 198–199 psychometrist (vigilante) 59–60 pursuit 142–147 advantages 145–146 building a pursuit 142–143 running a pursuit 143 tactics 146–147 terrain tiles 143–145 ranger archetypes 40–43 ranger combat styles 40 ranger spell list 199–200 research 148–153 designing a library 149–152 sample libraries 152–153 using a library 148–149 ringleader (bard) 21–22 rings, magic 241–242 rogue archetypes 44–47 rogue talents 44 roof runner (hunter) 65 ruse descriptor 192 sage counselor (monk) 67 seamless guise (vigilante) 10 secret broker (occulstist) 68–69 secret seeker (inquisitor) 29 secrets inquisition (inquisitor) 28 sense motive 188–189 sentinel (ranger) 42–43 shadow caller (spiritualist) 50–51 shaman spell list 200 sharper (rogue) 47 shields, magic 237–238 skald archetypes 48–49 skills in conflict 182–189 bluff 182–184 diplomacy 184–186 disguise 186 intimidate 186–187 perception and stealth 187–188 replacing opposed rolls 189 sense motive 188–189 skinshaper (druid) 26–27 snoop (rogue) 47 INDEX


253 INDEX social conflicts 166–175 event consequences 170 events 168–170 events and advancement 172–173 example 173–175 freeform events 170–172 pacing 166–167 stakes and contenders 167–168 social talent (vigilante) 10–13 sorcerer spell list 200–201 sorrowsoul (bard) 22–23 spells 192–229 ruse descriptor 192 spell lists 192–203 spells of intrigue 154–163 example 163 high-level abjuration 162 high-level divinations 162 low-level divinations 154–157 low-level enchantments 157–158 low-level illusions 158 low-level necromancy 158 mid-level conjuration 158-159 mid-level divinations 159–161 mid-level enchantments 161-162 spiritualist archetypes 50–51 spiritualist spell list 201–202 startling appearance (vigilante) 17 stealth 187–188 stunning appearance (vigilante) 17 summoner spell list 202 swashbuckler archetypes 52–53 tactical leader (inquisitor) 29–30 thought eater (mesmerist) 38 traceless operative (inquisitor) 30–31 transporter (ranger) 43 tyrant (antipaladin) 64 umbral stalker (inquisitor) 31 unshakable (vigilante) 17 urushiol (druid) 27 veiled blade (swashbuckler) 53 velvet blade (slayer) 70–71 vengeance strike (vigilante) 17 verbal duels 176–181 dueling with words 177–181 example 181 multi-directional 181 setting the scene 176–177 team duels 181 vigilant defender (inquisitor) 31 vigilante 9–17 archetypes 54–63 favored class options 17 vigilante specialization (vigilante) 13 vigilante talent (vigilante) 13–17 vizier (mesmerist) 38–39 vox (mesmerist) 39 warlock (vigilante) 60–61 warlord (skald) 49 weapons 232 weapons, magic 238–241 wild talents (kineticist) 66 wildsoul (vigilante) 61–62 wit (bard) 23 witch spell list 202–203 wizard spell list 200–201 wondrous items, magic 242–251 zealot (vigilante) 62–63 zeitgeist binder (spiritualist) 51 OPEN GAME LICENSE Version 1.0a The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc. 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COPYRIGHT NOTICE Open Game License v 1.0a © 2000, Wizards of the Coast, Inc. System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Pathfinder Roleplaying Game Core Rulebook © 2009, Paizo Inc.; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams. Brownie from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Daemon, Guardian from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian McDowall. Demon, Shadow from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Neville White. Dragon Horse from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Flumph from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Ian McDowell and Douglas Naismith. Giant, Wood from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott Greene, based on original material by Wizards of the Coast. Hippocampus from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott Greene and Erica Balsley, based on original material by Gary Gygax. Huecuva from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Underworld Oracle. Kech from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Muckdweller from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Quickling from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Gary Gygax. Skulk from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Author: Scott Greene, based on original material by Simon Muth. Spriggan from the Tome of Horrors Complete © 2011, Necromancer Games, Inc., published and distributed by Frog God Games; Authors: Scott Greene and Erica Balsley, based on original material by Roger Moore and Gary Gygax. Pathfinder Roleplaying Game Ultimate Intrigue © 2016, Paizo Inc.; Authors: Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven 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, Linda Zayas-Palmer.


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255 INDEX paizo.com occULT adveNTUres ccUlT Occult of Personality! Paizo, Paizo Inc., the Paizo golem logo, Pathfinder, and the Pathfinder logo are registered trademarks of Paizo Inc.; Pathfinder Roleplaying Game is a trademark of Paizo Inc. © 2016 Paizo Inc. Delve into the occult secrets of psychic magic, mystic rituals, and esoteric sciences with Occult Adventures, the latest hardcover rulebook for the Pathfinder Roleplaying Game! Inside, you’ll find: • Six new base classes—the reality-warping kineticist, the spirit-infused medium, the manipulative mesmerist, the relic-wielding occultist, the mind-bending psychic, and the phantom-bonded spiritualist. • Dozens of themed archetypes, like the phrenologist bard, the ghost rider cavalier, the psychic detective inquisitor, the mindblade magus, and more! • Tons of new spells and magic items, including a plethora of options for existing classes as well as the perfect gear for all the new classes and archetypes. • In-depth overviews of key occult topics such as auras, ki, chakras, psychic combat, possession, occult rituals, and the Esoteric Planes. AVAILABLE NOW Occult Adventures Ad-GTM-NOW.indd 1 10/22/15 2:57 PM


paizo.com/pathfinder Printed in China. PZO1134 In the right setting, a single scathing word can prove deadlier than a poisoned dagger. Behind the scenes of heroic battles and magical realms lies a seething underbelly of danger and deception. This world of intrigue holds endless possibilities for adventure, as heroes duel with words instead of steel, plot daring heists, and engage in battles of wills against relentless nemeses. A high-stakes game of shadows and secrets is yours to master—if you have the wits! Whether the heroes are taming the blood-soaked back alleys of their favorite metropolis or jockeying for the queen’s favor alongside highborn nobles, Pathfinder RPG Ultimate Intrigue is an invaluable companion to the Pathfinder RPG Core Rulebook. This imaginative tabletop game builds upon more than 10 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era. Pathfinder RPG Ultimate Intrigue includes: ► The vigilante, a new character class that lives two lives—that of an unassuming member of the community, and a cloaked crusader with his own agenda! ► New archetypes for alchemists, bards, druids, hunters, inquisitors, investigators, mesmerists, rangers, rogues, slayers, spiritualists, and more! ► New feats and magic items for characters of all sorts, granting mastery of street-smart combat, impenetrable disguises, and misdirection. ► Dozens of spells to manipulate tense social settings, whether to reveal adversaries’ secrets or hide the truth. ► A complete system of influence, providing new goals and rewards to challenge players and link their fortunes to nonplayer characters and organizations. ► Systems and advice to help Game Masters introduce a variety of new encounters into their games—daring heists, extended pursuits, and tense searches for buried secrets. ► Rules for social combat and verbal duels, allowing characters to use words as weapons to sway hearts and humiliate foes. ► AND MUCH, MUCH MORE! W∂rdscut deep


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