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Wishcraft caster

Cyrad's page

RPG Superstar Season 9 Top 16. RPG Superstar 7 Season Star Voter, 8 Season Star Voter. Pathfinder Society Member. 3,984 posts (4,199 including aliases). 11 reviews. No lists. No wishlists. 5 Pathfinder Society characters. 1 alias.

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A bit of a misfire

***( )( )

I was disappointed in the class. I love the lore and flavor. The production values are awesome with a beautiful PDF filled with cool illustrations. However, the class just feels really bland. It's basically just a warpriest with a gun. Honestly, I think it would have worked better as an archetype since the class seems to lack unique class features. I'm not a fan of the feats. Most feel too way too strong or have abuse cases. For some reason, the PDF includes a revised version of Gunsmithing that requires you to have to make Craft checks for ammunition.

That being said, it is a solid class that's cleanly written (other than ordering the class features wrong). And as I said, the PDF looks absolutely stunning and the illustrations of cool fantasy guns almost makes the product worth checking out. Though, with all the cool illustrations of gunblades, it does feel disappointing there's no option for gunblade-wielding priest.

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Like Dragons - There is very good and very bad

***( )( )

I feel rather conflicted. I absolutely love the good parts of Legacy of Dragons. For the bad parts, I absolutely hate to the point of feeling insulted.

Legacy of Dragons has a great premise that deserves a larger book and possesses plenty of awesome options like variant draconic heritages and a feat that lets you get dragon-themed powers without having to be a sorcerer. The new Form of the Dragon spells were something we really needed, and the other spells are really cool.

However, Legacy of Dragons has some content that absolutely infuriates me. The drake companion rules and some of the archetypes are absolutely poorly designed. This isn't just the case of content missing the mark - there's major flaws here that render the archetypes totally worthless and unplayable. There's a fighter archetype that replaces bonus feats at levels the fighter doesn't get any feats. This archetype also gives Arcane Strike, but forgets to indicate the fighter's effective caster level.

The alchemist archetype is also particularly baffling in that I honestly don't see any reason to ever take this archetype. It severely weakens your mutagen without giving you anything in return. It takes away your 2nd level level discovery and gives you a worst version of feral mutagen. It restricts you to using breath weapon bomb for all bombs AND takes away Throw Anything, the class feature vital to an alchemist's damage. All but one ability this archetype gives are literally just worst versions of discoveries you can take as a vanilla alchemist -- except the ability granted by the archetype all come at a hefty cost of other class features for no explicable reason.

I absolutely cringe whenever I see flaws like this, and I don't know why it happens. Does Paizo hire inexperienced freelancers? Do they not have anyone checking for errors like this? Are their deadlines so tight that designers can't QA their work sufficiently? Whatever the reason, it leaves me feeling like Pathfinder RPG products are created by a company that fails to understand how its own game works. This is the main reason I only sparingly buy Player Companions. More often than not, I can get higher quality work from reputable 3rd Party Publishers and get it cheaper.

The real question is: Do I condemn the book for a few pages of terrible work? I don't know. But overall, I do feel positive about the purchase. I honestly wouldn't feel so bad about the bad content if we got a larger volume. With only 32 pages, a few pages of poor quality content can become a massive stain on an otherwise good product.

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Exceeds Expectations


I expected to get a book that adds some extra crunch and maybe a little fluff to the kitsune. What I didn't expect was a book full of interesting, creative options. The archetypes, feats, and other content utilize rather creative design. Surprisingly, the content actually expands -- not invalidates -- the content of the Advanced Race Guide. A good example involves some interesting archetypes and uses for kitsune star gems, largely considered rather boring in the official Paizo hardcover, but now made interesting in this volume.

If I have one issue with the kitsune compendium, it's that there's surprisingly not a lot of flavor for the race beyond a few pages describing the typical kitsune's personality and physiology.

People long wanted a Pathfinder Player Companion for the kitsune race. If one did get published, it would have a hard time competing against the Kitsune Compendium in terms of quality and clever design.

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Confusing Story

***( )( )

I had the chance to play this scenario. The encounters are great and allows for really fun roleplaying. However, the story didn't make any sense to me. I never understood why we were doing what we were supposed to do. I never really knew what our objective was other than the vague notion of solving some kind of riddle.

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Sloppy but accomplishes its goals

****( )

Pathfinder tries to reinforce the idea that the game should give you the tools to fully realize your character concepts. Pathfinder establishes classes as more of a starting point, rather than a straight-jacket, to build the character you want to play. In the past, it did accomplished this through archetypes, traits, and class features that work like rogue talents. The Advanced Class Guide now truly blurs the line between classes by introducing 10 new "hybrid" classes that combine the theme of two existing classes to create unique features in their own right.

The arcanist is a 9-level spellcaster that does not need to prepare multiples of the same spell to cast it and gains a talent pool to do a variety of neat things.

The bloodrager is a 4-level spellcasting full BAB martial that gain the benefits of a sorcerer-like bloodline while raging.

The brawler is a full BAB fighter/monk that can temporarily gain the benefit of a combat feat to adapt to any situation.

The hunter is a 6-level gish class that uses druid and ranger spells, and gains an animal companion that benefits from teamwork feats.

The investigator is a delightful skill monkey class that can use alchemist extracts, buff their skill checks and attacks with a resource pool, and make a special attack against a target they studied.

The shaman communes with a spirit and gains special abilities from it, which makes me think of the pactbinders from Pact Magic Unbound.

The skald is a barbarian that performs as he rages, giving benefits to his allies.

The slayer is an assassin class meant to act as a "patch" for the rogue, except it focuses mostly on combat and singling out a single target.

The swashbuckler, my most anticipated class, is an agile fighter that can perform stunts using a resource pool like a gunslinger's grit.

The warpriest is a 6-level divine gish class that have the ability to cast spells on themselves as a swift action and a weapon whose damage dice scales like a monk's unarmed strikes.

The book also introduces a some ambitious archetypes and feats that I applaud. These include a Charisma magus archetype, multiple multiclass archetypes, a gunslinger archetype that specializes in crossbows instead of firearms, feats that trigger off of Arcane Strike, multiple alternates to Stunning Fist that do other conditions, and a whole line of feats that add bonus effects to Vital Strike. I am, however, very sad there's few options for the magus, my favorite class. The bard and the barbarian got two hybrid classes. I would have loved to see a monk/magus, but alas.

However, the book really drops the ball with the archetypes and feats section. While I praise the ambition shown in some of these entries, most of them are really sloppy. Typos are all over the place. Some archetypes refer to abilities that don't exist. Some break existing class features and don't replace them.

The worst issue is that the class designers obviously wrote the class descriptions with the assumption certain feats would exist to support the class. The swashbuckler is the worst offender as the heavily advertised "Dexterity to damage" feature came as a poorly designed last minute addition tacked onto an existing feat. That class really got the short end of the stick, and I hope Paizo will aggressively remedy the problem.

The Class Design Guide at the end of the book left me wanting more. While I wasn't expecting something as thorough as the Race Builder in Advanced Race Guide, I wished this section flowed more like the spell creation guide in Ultimate Magic or perhaps a "behind the scenes" look at how the designers create classes and archetypes. Ultimate Magic's spell guide gave a lot of insight in how spells are designed, provided a list of benchmarks for each spell level, gave examples of both good and bad spells, explained damage metrics for arcane and divine spellcasting. By contrast, Advanced Class Guide merely shows the differences between classes of different BAB and that abilities are either "secondary" or "primary." I cannot even call it a "dev blog" as I've read way better blog articles on class design than this.

Why four stars with all these problems? While Paizo obviously rushed additional options to get the book out the door to GenCon, much care was taken into the creation of the 10 new classes. 9 out of the 10 classes look rather well done. This book brought us a new standard for full BAB classes, all of which look fun to play. It gave us the slayer, a "patch" for the rogue until Pathfinder Unchained. Despite each class being a hybrid, nearly all of them have unique game mechanics never seen in a Paizo product. Even if you turn your nose up at adding more bloat to the game, I still recommend the book if only to cannibalize the new classes to patch/houserule the classes in the Core Rulebook.

While sloppy and unpolished, Advanced Class Guide accomplished its goals: give us new classes that raise the bar in terms of gameplay and design.

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