Pathfinder Companion: Legacy of Fire Player's Guide (OGL)

4.50/5 (based on 4 ratings)
Pathfinder Companion: Legacy of Fire Player's Guide (OGL)
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Do what you will, but do not interfere with trade. This is the only law of Katapesh. Under the guidance of the mysterious and alien Pactmasters, this simple rule has allowed Katapesh to become one of the wealthiest nations of the Inner Sea region, where goods, services, and creatures of all kinds are available for the right price. As the location of the Legacy of Fire Adventure Path, Katapesh is a wild land of danger and temptation, home to scheming merchants and bestial gnoll slavers—a perfect place for bold adventurers to prove themselves.

The information contained within these pages gives players the edge they need to survive in this harsh country of sand and magic, from new rules and details on making campaign-specific characters to background information no adventurer should be without. Even those not playing the Legacy of Fire Adventure Path can indulge in new feats, new magic items, and fully-fleshed NPCs perfect for any game. Come in out of the sun and see what the bazaars of Katapesh have in store.

    Inside this Pathfinder Companion, you’ll find:
  • Details, roles, and rules for every character race and class, all specifically tied to Pathfinder’s Legacy of Fire Adventure Path but usable in any campaign!
  • A gazetteer of the mercantile desert nation of Katapesh, including everything you need to know about its capital, government, notable locations, and strange marketplaces!
  • Tips on adventuring and surviving in the merciless desert!
  • Character traits and special features designed to draw players in and grant them additional benefits for roleplaying!
  • New magic items, new feats, new weapons, and more!

Pathfinder Companion is an invaluable resource for players and Game Masters. Each 32-page bimonthly installment explores a major theme in the Pathfinder Chronicles campaign setting, with expanded regional gazetteers, new player character options, and organizational overviews to help players flesh out their character backgrounds and to provide Game Masters with new sources for campaign intrigue that can be shared with players.

ISBN-13: 978-1-60125-168-8

Other Resources: This product is also available on the following platforms:

Fantasy Grounds Virtual Tabletop
Archives of Nethys

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4.50/5 (based on 4 ratings)

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Portuguese - br

4/5

Com excessão do Lucky Farouq, este livro é bem tranquilo de se entregar aos jogadores para eles terem toda referencia que eles precisarem sobre as terras de Katapesh e a campanha Legacy of Fire. As traits são interessante e os ganchos da campanha são envolventes e relevantes. Agora fora este uso, há pouca serventia do livro para campanhas que não sejam Legacy of Fire ou não se passem num deserto. Os Achievement feats podem ser idéias interessantes, mas da maneira como foram apresentadas não funcionam. O livro também se beneficiaria muito mais de arte mostrando paisagens de Katapesh ou pelo menos ilustrações de armas novas. Fora isso, o resto é muito bom e recomendo. Vale a pena experimentar seja ao menos para jogar fora do eurocentrismo.


More like Legacy of Awesome Player's Guide...

5/5

It is a book that you just have to have when playing the Legacy of Fire AP. The guide gives much more weight to your campaign and more fuel for your player's. It was the first player's companion book I had ever bought in hopes that the supplement materials would prove to be beneficial to the overall campaign and it definitely was.

I particularly enjoyed the Achievement Feats, a very clever idea I may say.


Really makes you want to play this campaign.

4/5

For some reason when I first heard the details of the Legacy of Fire Camapaign, it wasn't quite grabbing my attention. I can't say why not, it seemed solid enough.

Then I got this, and I suddenly really, really wanted to experience this campaign. This book does an excellent job of introducing the first scenario as well as the new region that the AP takes place in.


An RPG Resource Review

5/5

Instantly conveying a sense of the exotic, of mystery, it begins with thumbnail notes on the main character races and classes - what sort of things they do in Katapesh, why they might visit (trade!) and what others think in general of that race there. The dominant race is human, most of the others being seen but rarely. Next, several new character traits are presented for those who wish to be Katapeshi natives or at least to have spent considerable time in the area before play begins. Those wishing to be particularly attunded to the Legacy of Fire Adventure Path might wish to consider the campaign traits which are also on offer - they provide both reasons for your participation and advantages tailored to some of the challenges you'll face... and do it without giving the game away!

Character creation out of the way, next comes more detail on Katapesh itself. Katapesh is both a region and a city, the latter being a major centre of trade for the region and beyond. Geography, religion, entertainments and wildlife are all discussed - even the mysterious Pactmasters who arrived 1000 years ago and imposed order and free trade, which they maintain vigorously to this day. Places popular with locals and visitors alike are described as well.

While geography is varied, one major feature is desert - so the next section is devoted to descriptions of desert lands and rules for essentials such as survival therein. It's not just ensuring that you have adequate water and food, there are sandstorms, the heat and other desert dwellers to contend with too. Then come some exotic local weapons you might like to try out - poi are dramatic but surprisingly easy to master - and some local deities are also described, followed by magic items common and useful in these parts.

A new type of feat is introduced: the achievement feat. This needs cooperation between player and DM, as without the opportunity to achieve whatever it is you need to do to meet the requirements of the feat you'll


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Contributor

Craig Shackleton wrote:
The Genie Blood trait says that with the air trait you gain a bonus vs. cold and for water you gain a bonus vs. electricity. This is the opposite of everything in the beta. Is this intentional?

Yes. Bit of a story behind that.

After the 3.0 core books came out, I wrote part of Magic of Faerun, in which I defined air = cold and water = electricity. See, I have a degree in chemistry, and I understand that water conducts electricity much better than air, and that water isn't inherently cold (in fact, it's much better at holding heat than air). Except at around the same time, the core D&D folks were writing another book that defined air = electricity ("because lightning comes from the air") and water = cold ("because ice is cold and ice is water"), and furthermore "fire is the opposite of water, so cold should be the energy for water so it can oppose fire." Needless to say, Little Forgotten Realms Sean was overruled by We Don't Have a Science Background Core People.

But I am stubborn, and my idea for the energy rules has enigmatically popped up now and then in products I've worked on. Feel free to change it to match the Beta, as the Beta's version is what's going to be in the PFRPG.

Craig Shackleton wrote:
Also, the Madu is the equivalent of a spiked shield with a few exceptions, but is listed as having no armor/shield bonus and a max dex bonus of +1. the column headers are also in the reverse order of the standard equipment chart. Please tell me it's supposed to be +1 shield bonus and no max dex!

You are correct, the column headers are swapped.

Sovereign Court Contributor

Thanks for the response and the insight. It's always fun comparing interpretations of fantasy elements based on different views on reality.

Dark Archive

Sean K Reynolds wrote:
which I defined air = cold and water = electricity

Okay: Air = Cold, Water = Electricity, Fire = Fire, Earth = Acid?..


Hmm. I find myself wanting to encourage SKR's stubborn streak.

Dark Archive

Mairkurion {tm} wrote:
Hmm. I find myself wanting to encourage SKR's stubborn streak.

Do it.. Do it.. ;)


Can't.Withstand.Peer.Pressure...

Sean, you really should be more stubborn!

Dark Archive

Mairkurion {tm} wrote:

Can't.Withstand.Peer.Pressure...

Sean, you really should be more stubborn!

Yeah! Don't give in!

Okay.. I'm done now.
[/threadjack]

RPG Superstar 2008 Top 32

Sean K Reynolds wrote:

Yes. Bit of a story behind that.

After the 3.0 core books came out, I wrote part of Magic of Faerun, in which I defined air = cold and water = electricity. See, I have a degree in chemistry, and I understand that water conducts electricity much better than air, and that water isn't inherently cold (in fact, it's much better at holding heat than air). Except at around the same time, the core D&D folks were writing another book that defined air = electricity ("because lightning comes from the air") and water = cold ("because ice is cold and ice is water"), and furthermore "fire is the opposite of water, so cold should be the energy for water so it can oppose fire." Needless to say, Little Forgotten Realms Sean was overruled by We Don't Have a Science Background Core People.

But I am stubborn, and my idea for the energy rules has enigmatically popped up now and then in products I've worked on. Feel free to change it to match the Beta, as the Beta's version is what's going to be in the PFRPG.

And this is why I generally oppose creating Element/Energy equivilencies in general (except Fire<->Fire). No matter what you do, the logic is strained.

Fire is obvious.
Air makes equal sense as cold or electricity (or even Sonic!)
Water gravitates toward cold due to opposition to Fire, but electricity kinda works too.
And no matter what you do, it seems like Earth gets Acid, which doesn't make any bloody sense at all.

There are 4 elements and 5 energy types. Trying to match them up is doomed to fail.

Dark Archive

Ross Byers wrote:


There are 4 elements and 5 energy types. Trying to match them up is doomed to fail.

Hmm. Then why try matching them up at all? Why not keep them separated? Wouldn't it make more sense to make class features/abilities focused on elementals actually pertain to their elements? ie. a character focused on the element of air gains abilities/spells/features that pertain to air/wind; a character focused on the element of earth gains features that pertain to earth/rocks? And have separate abilities/features for those who wish to focus on an energy type? Sure, fire wouldn't seem to change, fire is fire. But, there'd also be cold, acid, electricity, and sonic.


Ross Byers wrote:
Trying to match them up is doomed to fail.

Definitely true if you go for 1-1 balance. But what if we threw balance to the wind in favor of flavor/in-storyworld logic? What might come out of SKR's brain (or, already has, unbeknownest to me.)

DOPE! Beards-ley!!!!

Spoiler:
Seems like I've heard a lot of good press on FR CS and FR MoF lately. Never bought a lot of FR stuff before. Maybe I'll have to keep an eye out for those two. Or is this just SKR's propaganda machine?

Contributor

Earth = acid actually sorta makes sense, given that acids and bases are equivalent effects in the game, and earth = rock = minerals = salts = dissolved by acids or turns into bases or acids turn into this when neutralized.

But yes, the categorizations of all of them are sort of ambiguous.

RPG Superstar 2008 Top 32

Sean K Reynolds wrote:
given that acids and bases are equivalent effects in the game

I realize this is true, but it makes me want to rant about it being 'Corrosive damage' instead. (Similar to how Lightning Damage became Electrical damage.)

Contributor

Yes. :)


Does anybody else feel teased? Sean, I was waiting for you to unveil your whole solution and its rationale!

Contributor

Mairkurion {tm} wrote:
Does anybody else feel teased? Sean, I was waiting for you to unveil your whole solution and its rationale!

If you're not part of the solution, you're part of the precipitate.


Painful groan.
I'm sure I've deserved that from some other thread.

Liberty's Edge

When is this available in print form? I would order from here, but I'm trying to support my FLGS in all things Paizo!

Besides, it puts Paizo product on shelves there, where others might be interested in the pathfinder lines.

Paizo Employee Chief Technical Officer

Arnim Thayer wrote:

When is this available in print form? I would order from here, but I'm trying to support my FLGS in all things Paizo!

Besides, it puts Paizo product on shelves there, where others might be interested in the pathfinder lines.

The retail release date is April 15.


OK, I hope I just fixed the credit card issue for this new Adventure Path. I also hope when my copy of Legacy of Fire #1 is shipped there will be a copy of this puppy along with it. I also may need to fix things so I can get, at least retroactively the last module for the last AP. Drow don't impress me but I was enjoying the bestiaries.


Jason Beardsley wrote:
Ross Byers wrote:


There are 4 elements and 5 energy types. Trying to match them up is doomed to fail.
Hmm. Then why try matching them up at all? Why not keep them separated? Wouldn't it make more sense to make class features/abilities focused on elementals actually pertain to their elements? ie. a character focused on the element of air gains abilities/spells/features that pertain to air/wind; a character focused on the element of earth gains features that pertain to earth/rocks? And have separate abilities/features for those who wish to focus on an energy type? Sure, fire wouldn't seem to change, fire is fire. But, there'd also be cold, acid, electricity, and sonic.

Have to agree with you, never understood defining these things that way. I remeber when I first started 3.0/DnD the DM asked what I wanted to play, I said an Elementalist, but since they aren't here I'll go Sorcerer. He told me to go Wizard instead and just pick the element I wanted, I went with Air, but by the time I was 5th level I just calling my self ED the Cold Elementalist. The energy types and subtypes are wayy to cross dependent. Elements should be kept seperate from energy types, or to a degree a spell user can pick energy types for the element. Such as a Wind blast spell can do cold, sonic or heat (hot air). Keep them seperate. As for Fire add a heat energy type.

As to adding real world science to it, thats okay as when reasoning things out for yourself, but that may not be the way people in fantasy settings would think. Sure water can conduct electracity better then air, but not many people see lighting going from point A to point B underwater, but the do see lighting strikes.

In Either case however much I think they should be seperate, energy and elements in DnD are so crisscrossed tied together that the system would have to be massively overhauled.

TTFN Dre

Grand Lodge

Just checking, but is a copy of the Players Guide still being included with the subscriptions or did I miss something. Although I have this permeating thought that I saw something that it was shipping with #20.


Andrew Betts wrote:
Just checking, but is a copy of the Players Guide still being included with the subscriptions or did I miss something. Although I have this permeating thought that I saw something that it was shipping with #20.

Hi Andrew,

The Player's Guide is no longer being included for free with the beginning of the APs so get a sub to the Companion right away.


Question about the madu:

The intro to the exotic arms section says that all the weapons listed require an Exotic Weapon Proficiency to use effectively. Then under the madu, it says that anyone proficient in shields can use a madu as a spiked light shield.

Which is it? Or can I use it as a spiked light shield with a shield proficiency but only get the fighting defensively and Combat Expertise benefits by taking an exotic weapon proficiency?

Contributor

Joana wrote:
Or can I use it as a spiked light shield with a shield proficiency but only get the fighting defensively and Combat Expertise benefits by taking an exotic weapon proficiency?

This.


Pathfinder Adventure Path, Lost Omens Subscriber; Pathfinder Battles Case Subscriber

continuing the issue of element types and their energy pairings, you could attempt to break it down to options for characters maybe give them two energy types that can correspond to that element.
For instance Air can choose between electricity and cold damage.
Water from cold and acid since acid is a liquid.
Fire of course has fire (this is where it starts to get tricky)and electricity. Who here has seen Avatar?
And finally Earth, the most irritating one, obviously we'll let it keep acid. We could gun for fire with the whole molten magma thing and just thematically and stylishly have those effects take a more lava based appearance. Or we could be entirely goofy and toss sonic damage to the Earth type, earthquakes operate as a kind of wavish type thing and sound travels in waves.

But in support of Sean K. Reynolds and his argument as cold being in the domain of the Air type I would like to reference the Qorrashi genie from an article written by James Wyatt. The Qorrashi are cold and ice based genies that are distant relatives of the Djinn. Since I like to spin things to suit my needs obviously since this doesn't even refer to Water or the Marids, the energy type of Cold falls under air. It's an older article it looks like but pretty sure if you google it or find the planescape website (through google) and search for Qorrashi there something should pop up. I stand in support of the movement against cold energy belonging to the element of water.

big post sorry :'(

Liberty's Edge

Very, very late to this dance, but...

I read and understand the earlier explanations about charging for Player's Guides, but I'd like to see some sort of freebie (one pager?) that that I could offer players I've asked to join my game. I hate spending other people's money for them.

If for no other reason than to let the non-Paizo unwashed masses in on the fact that Paizo production values are awesome.

/Sentence fragments. Frustrate. Me.

Paizo Employee Chief Technical Officer

Saint_Meerkat wrote:

Very, very late to this dance, but...

I read and understand the earlier explanations about charging for Player's Guides, but I'd like to see some sort of freebie (one pager?) that that I could offer players I've asked to join my game. I hate spending other people's money for them.

If for no other reason than to let the non-Paizo unwashed masses in on the fact that Paizo production values are awesome.

/Sentence fragments. Frustrate. Me.

You may want to have a look at this thread about our plans for future AP Player's Guides (especially James Jacobs' second post).

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