Pathfinder Player Companion: Legacy of Dragons (PFRPG)

3.30/5 (based on 14 ratings)
Pathfinder Player Companion: Legacy of Dragons (PFRPG)
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The Power of Dragons Is Yours

Few creatures inspire greater awe than dragons, and Pathfinder Player Companion: Legacy of Dragons dives into the ripples left in these mighty creatures' wake. Whether they help or harm, dragons make a lasting impression, from the legends and philosophies they inspire to the bloodlines they foster.

Inside this book you'll find:

  • New archetypes ranging from the dragonheir scion to the wyrmwitch, allowing players to access draconic appearances as well as lore, powers, and spells.
  • Ways for characters to enlist drakes and lesser dragons to serve as allies, improved familiars, and even flying mounts.
  • New draconic bloodlines for bloodragers and sorcerers, allowing eldritch abilities based on esoteric, imperial, outer, and primal dragons.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game, but can be easily incorporated into any fantasy world.

ISBN-13: 978-1-60125-853-3

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

Hero Lab Online
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3.30/5 (based on 14 ratings)

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Packed with good options for your use

5/5

I enjoyed this book (I got the print edition). It offers good options for use for a player with a dragon bloodline. And I don't mean just the sorcerer bloodlines, although they are in there too. There are options and archetypes for your use. Well worth the price.


Fluff good, not much else is.

2/5

I wanted to like this book. I really, really, really did. The fluff is great, and the 'premise' of the archetypes and drakes are nice.

But.

Both the archetypes, and the drake companions themselves, have some of the worst balancing I have seen in pathfinder. An example of this is the druid, who replaces an animal companion with a drake companion. The drake is actually weaker then alot of normal animal companion choices, and to take the archetype actually removes six of his core abilities just for the drake part of the archetype, never mind the additional abilities changed for the other parts of the archetype.

I really hope at some point paizo revisits the idea of these drake archetypes and companions and does a tremendous re-balancing, as many of these archetypes feel almost unplayable with how bad they can gimp a character.


The new Dragon-themed options are BAD

1/5

I picked up this book excited to create my new "Dragon" themed character and all the options were very weak. Also, throughout the book there were sentences repeated over and over again. I waited months for this issue and I'm completely disappointed. It's the worst Player Companion I've ever read.


Some bad, some good. Sorta meh

2/5

This book has a few good ideas and some great flavor text.

It falls short on the mechanics side though, especially with the archetypes that involve drakes. The cavalier archetype that gets a drake is the worst, and is so bad, I think the writer(s) who made it have never played a cavalier before, it just guts the class.

There are some glaring typos in the book, like a certain fighter archetype replacing a bonus feat at a level that the fighter does not get a bonus feat on.

This book could have been, dare I say SHOULD have been, so much more.


Great Flavor, Great Options

5/5

While I usually like some sections of the player companion line, I very rarely like all of them. This is the rare exception. Excellent character options, monsters, and spells throughout.


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Ectar wrote:

Hoping for some developer feedback regarding the Dragonheir Scion. Is his arcane strike stuck at +1 (assuming no multiclassing) or is his caster level equal to his fighter level for the purpose of that ability?

I'd like to play one in PFS, but if the former is correct, that's a pretty weak feat replacement.

If I were gming one, the rule is that the caster level is equal to his fighter level is the one I'd standby and enforce.


2 people marked this as a favorite.

*stands behind EltonJ*


Alchemaic wrote:
N. Jolly wrote:
Also with the dragonblood chymist, does explosive breath still count as the only discovery one can add to their bombs? If so, that's really not super great.

The exact text is "He gains the breath weapon bomb alchemist discovery but must apply this discovery to every bomb he creates." So it's not an ability that functions like BWB, it is BWB. And since BWB is a starred discovery you can't apply other bomb-modifying discoveries as a result, such as any of the extra elemental bombs, any of the cloud bombs, Fast Bombs, but bizarrely Explosive Missile which I guess involves hocking a loogie onto an arrow and firing it.

Plus it replaces Throw Anything, so no Int to damage with splash weapons.

Which means, when you think about it, you are trading away A, your utility with any future bomb discoveries and B, mutagen discoveries for- strictly speaking- weaker versions. Note that the dragonblood chymist's mutagen also only gives an alchemical bonus to one stat while greater mutagen and grand mutagen, the two discoveries your stat increases come online at, give you the same benefit with boosts to additional stats. Oh, and also note that the feral mutagen-like ability gives you attacks that are both one die step lower than those granted to you by the discovery itself.

It seems like, at the end of the day, you're trading away mutagen power and utility, along with bomb utility for ... earlier access to persistent mutagen and swapping your immunity to poison for immunity to paralysis and sleep.

Yay?

Edit: Oh, nevermind, I goofed. Turns out that normal alchemists' mutagens also work for ten minutes per level while persistent mutagen is an hour. I have no idea why, but I had it in my head that mutagens lasted only a minute per level.

Please add two more question marks to the above 'yay?'.


Pathfinder Starfinder Roleplaying Game Subscriber
Perpdepog wrote:

Which means, when you think about it, you are trading away A, your utility with any future bomb discoveries and B, mutagen discoveries for- strictly speaking- weaker versions. Note that the dragonblood chymist's mutagen also only gives an alchemical bonus to one stat while greater mutagen and grand mutagen, the two discoveries your stat increases come online at, give you the same benefit with boosts to additional stats. Oh, and also note that the feral mutagen-like ability gives you attacks that are both one die step lower than those granted to you by the discovery itself.

It seems like, at the end of the day, you're trading away mutagen power and utility, along with bomb utility for ... earlier access to persistent mutagen and swapping your immunity to poison for immunity to paralysis and sleep.

Yay?

You're going to need to add a few more question marks. Not only does the dragonblood mutagen grant a bonus to only one stat, it grants a weaker bonus than the base mutagen. Dragonblood gives +2 Str/Natural Armor, normal unmodified mutagen grants +4 Str/+2 Natural Armor. And then at the exact discovery levels that are traded out you can take Feral Mutagen (level 2), Greater Mutagen (level 12), and Grand Mutagen (level 16) to get almost identical bonuses.

Contributor

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Tuvarkz wrote:
If the intent is to make the paladin get locked into fear, it's far better to just rebuild a lower level dragon into an intimidate build and at least 3 antipaladin levels and either the Damnation Feats or Signature Skill

I'm not 100% sure, but "locked into fear," sounds like, "Make the paladin always fail its saves against fear."

Why would I design a spell like that? That's not fun for the player; it does a 180 degree spin on their defenses. A spell that removes an immunity, however, makes the player feel uneasy. "Just HOW far away do I have to stay from this dragon to avoid the madness?" THAT'S fun for everyone!

Dark Archive

@EltonJ and Thomas Seitz I'd certainly run it that was were I GMing or opting to play one in a home game. However comma I don't think that'll fly in PFS. Without further clarification that ability will probably be stuck at +1.


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Alexander Augunas wrote:
Tuvarkz wrote:
If the intent is to make the paladin get locked into fear, it's far better to just rebuild a lower level dragon into an intimidate build and at least 3 antipaladin levels and either the Damnation Feats or Signature Skill

I'm not 100% sure, but "locked into fear," sounds like, "Make the paladin always fail its saves against fear."

Why would I design a spell like that? That's not fun for the player; it does a 180 degree spin on their defenses. A spell that removes an immunity, however, makes the player feel uneasy. "Just HOW far away do I have to stay from this dragon to avoid the madness?" THAT'S fun for everyone!

The thing is, the spell will not really screw a paladin unless they roll a 1 or a 2 and don't have Called or an equivalent abilities because their saves against fear effects are still pretty high, and it remains a tool only for the DM to use; and against paladins only, as no other player class I recall has a baked in full immunity to fear effects.

Quick math: A CR 14 Adult Red Dragon has a Frightening Aura with a DC of 21. A level 14 paladin will have a base Will save of +9, plus another +4 from Charisma, another +4 from his Cloak of Resistance, another +4 from his Aura of Courage, which even when deprived of the fear immunity, still grants a hefty morale bonus; and this sums to +21; +19 if he has -2 to Wis. This means he only fails the save on a Nat 1. A level 12 paladin may fail the save on a 2; or a 3 or 4 if he's a level 10 paladin(And this is before any other bonuses that may apply), but it remains clear that even with his immunity deprived, he will reliably make the save against the effect.
Unless the paladin already traded away his aura of courage on an archetype (and in which case he then no longer has fear immunity, making using the spell against him pointless) he doesn't really risk failing the check. (EDIT-there's also 4 archetypes that do trade out Divine Grace; but I've rarely seen builds of any but the Stonelord, which likely still has a decent Will from being a dwarf and being able to dump Charisma)

A spell that allowed the caster to bypass the fear immunity of enemies regardless of their type (And as such also allowing intimidate builds to work against undead, constructs; which outside of specific campaigns tend to be more common than plants, vermin (against which a trait can already allow for intimidation) and oozes-the latter being already a pain for melee to directly attack though) would enable players to play around with intimidate builds without risking making half their build useless (Given that an intimidate build generally involves getting Cornugon Smash, Dazzling Display and Shatter Defenses plus prereqs at minimum) against fairly common enemy types; which is my criticism of the spell-It'd be fun for everyone if the spell's fear immunity-piercing applied to everything so that the spell is a good choice for players too.


Alchemaic wrote:
Perpdepog wrote:

Which means, when you think about it, you are trading away A, your utility with any future bomb discoveries and B, mutagen discoveries for- strictly speaking- weaker versions. Note that the dragonblood chymist's mutagen also only gives an alchemical bonus to one stat while greater mutagen and grand mutagen, the two discoveries your stat increases come online at, give you the same benefit with boosts to additional stats. Oh, and also note that the feral mutagen-like ability gives you attacks that are both one die step lower than those granted to you by the discovery itself.

It seems like, at the end of the day, you're trading away mutagen power and utility, along with bomb utility for ... earlier access to persistent mutagen and swapping your immunity to poison for immunity to paralysis and sleep.

Yay?

You're going to need to add a few more question marks. Not only does the dragonblood mutagen grant a bonus to only one stat, it grants a weaker bonus than the base mutagen. Dragonblood gives +2 Str/Natural Armor, normal unmodified mutagen grants +4 Str/+2 Natural Armor. And then at the exact discovery levels that are traded out you can take Feral Mutagen (level 2), Greater Mutagen (level 12), and Grand Mutagen (level 16) to get almost identical bonuses.

So now we're looking at something much more like,

Yay?????

Five of any punctuation mark is almost never a good thing. If anyone wanted to take this archetype at a table I ran I'd tell them to just swap out the immunity to poison for paralysis and sleep and call it a day, otherwise they'd be shackling themselves with no real benefit. Besides, it's been my experience in the few games I've been in that poisons are more common than paralysis and sleep, though I fully admit milage may vary there.

Silver Crusade Contributor

3 people marked this as a favorite.

Ghouls and witches, friend. Ghouls and witches. ^_^


Ectar wrote:
@EltonJ and Thomas Seitz I'd certainly run it that was were I GMing or opting to play one in a home game. However comma I don't think that'll fly in PFS. Without further clarification that ability will probably be stuck at +1.

That's one reason why I don't participate in PFS play.


EltonJ,

Mine is keep misplacing my PFS ID card...


Pathfinder Starfinder Roleplaying Game Subscriber
Perpdepog wrote:

So now we're looking at something much more like,

Yay?????

Five of any punctuation mark is almost never a good thing. If anyone wanted to take this archetype at a table I ran I'd tell them to just swap out the immunity to poison for paralysis and sleep and call it a day, otherwise they'd be shackling themselves with no real benefit. Besides, it's been my experience in the few games I've been in that poisons are more common than paralysis and sleep, though I fully admit milage may vary there.

Wouldn't recommend it, you can already get immunity to sleep and paralysis with the Mummification discovery at level 10, which also grants immunity to nonlethal and cold damage. Plus the pre-requisite discovery grants innate Fortification.


Knew it was a good idea not to get excited about my favorite monsters. Oh well, at least I can get my Dragonrider/Dragomancer classes and, you know, use real dragons instead of drakes. :p

Scaled Fist sounds cool though, and so does the options for Sorcerer and Bloodrager bloodlines.


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Thomas Seitz wrote:
Berselius wrote:
Thomas Seitz wrote:

Berselius,

Did you say Linnorms?! ;)

Why yes I did. ^_^

All dragons are welcome.

I'm an equal opportunity dragon statter! :D

Sweet! *goes on to dream about linnorms and blood thirsty viking princesses*

Mmmm...bloodthirsty viking princesses...^_^


Does this have any type of draconic heritage? Was wondering if there is anything for dragons like the Blood of series... Would like to have a "human" with a draconic parent, similar to how the Aasimars, Elementals, and Tieflings have :-)

Something without being a dragonborn like the 4E race.

Just wondering

Scarab Sages

Night_Shade wrote:

Does this have any type of draconic heritage? Was wondering if there is anything for dragons like the Blood of series... Would like to have a "human" with a draconic parent, similar to how the Aasimars, Elementals, and Tieflings have :-)

Something without being a dragonborn like the 4E race.

Just wondering

An alternate racial trait, feats, and options for Sorc and Bloodrager bloodlines.


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Wow drake companions are just plain worse than giant vultures at being a a flying mount. That's rather sad.

Liberty's Edge

Alex Smith 908 wrote:
Wow drake companions are just plain worse than giant vultures at being a a flying mount. That's rather sad.

Eh... the vulture starts out better, but eventually falls behind. I'd put the cross-over point at 13th level when the Drake reaches large size (as opposed to 7th for the vulture).

So... 7th-12th the vulture is a better flying mount for a medium sized creature, but 13th-20th the (eventually huge) drake is a better choice.


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Even at level 13 the vulture is better. Let's break down the math here.

Raw stats first the drake will have the following stat line at level 13
Str 20 Dex 11 Con 17 Int 4 Wis 10 Cha 7 with two +1 floating stat boosts
The vulture has the following stats
Str 24 Dex 17 Con 18 Int 2 Wise 15 Cha 7 with two +1 floating stat boosts

The vulture flatly has better ability scores the only slight bonus goes to the drake by having two more int and the vulture has floating stat points that could be assigned to boost it int to an equal level. Even if you assume int 4 is worth more than any other ability score taking that does not allow the drake to beat the vulture in any ability score bonus with its floating points aside from int, cha.

Defensively let's see how they line up.

The drake's natural armor is +14
the vultures natural armor is +12

the drake has 10d12 hitdice +30 from con which means 95 hit points
the vulture has 11d8 hitdice +44 from con which means 93 hit points

This gives a slight defensive edge to the drake but also points out rather deftly that the D12 HIT DICE everyone was so excited about were meaningless because the drake has few of them than other animal companions.

Now for fly speed let's assume that the drake is an air drake to get glide for free at level 1. It then only has three drake powers to spend on being a flying mount it must choose flight, mount, and either flight improved or mount improved. Regardless of this choice its fly speed is 40 feet (clumsy) while carrying a rider. Additionally this means that the drake has no other special drake powers because it has had to invest all of them into gaining the signature ability of being a dragon mount.

The vulture has 50 feet (average) with no investment

Attack wise the drake has a bite and a tail attack which are each 1d8 damage but the tail is a secondary attack.

The attack bonus for each is bite +15 (10 from BAB and 5 from strength) (1d8+5) and tail +10 (1d8+5)

Attack wise the vulture has a single bite attack which receives a second attack from the multiattack ability. Its base damage is 2d6 and receives 1.5*str to damage due to being the only natural attack on a vulture.

The attack bonus for the vulture is bite +15/+10 (8 from BAB and 7 from strength) and deals (2d6+10) twice.

So we ultimately have an overall much weaker animal companion which you have to give up a huge number of class features to achieve. It does pass by the others at level 17 when it becomes huge sized, but you being terrible early game in order to have the right to be cool ultra late game is terrible old video game design. People keep complaining about things like Path of War being too much like a video game, but nothing reminds me of a bad old school rpg like FF3 as being told to level grind so I have the right to not suck.

Liberty's Edge

A few stats you missed;

Skill ranks: 39 for the drake vs 6 for the vulture.
Skills learnable: All vs 9
Class skills: 17 vs 6
Saves: +7/+7/+7 vs +7/+7/+3
Senses: Darkvision 60' & Low-light vision vs Low-light vision.
Immunities: Sleep & Paralysis vs None.
Languages: Draconic vs None.

Yes, if you exclude almost everything where the drake is better the vulture looks good at 13th level. However, taking in the whole picture they are about even... and by 15th level (let alone 17th) the drake is pulling away.

Silver Crusade

2 people marked this as a favorite.
CBDunkerson wrote:

A few stats you missed;

Skill ranks: 39 for the drake vs 6 for the vulture.
Skills learnable: All vs 9
Class skills: 17 vs 6
Saves: +7/+7/+7 vs +7/+7/+3
Senses: Darkvision 60' & Low-light vision vs Low-light vision.
Immunities: Sleep & Paralysis vs None.
Languages: Draconic vs None.

Yes, if you exclude almost everything where the drake is better the vulture looks good at 13th level. However, taking in the whole picture they are about even... and by 15th level (let alone 17th) the drake is pulling away.

Eh, the skills and save bonus isn't huge to me, same with the immunities, and most importantly, the vulture didn't require a massive loss of class features.


That isn't quite true now is it. When you factor in the vulture's superior stats the saves are actually.

Drake +10/+7/+7
vulture +11/+10/+5

Which actually gives the vulture an aggregate advantage. Not to mention the fact that the vulture has evasion while the drake does not.

As for immunities sleep and paralysis are competing with devotion and disease resistance. Immunity to two very specific status effects vs bonuses to a fairly broad category of attacks. Admittedly sleep immunity is amazing at low levels when sleep is a match ender, but falls off heavily as you level up and by level 13 is practically irrelevant. Though at the same time you can easily argue that diseases never ever come up so it's +4 vs all enchantment vs immunity to paralysis. I'd call that even enough and situational/campaign dependent enough that I didn't include it.

Skills are actually 30 vs 11. I assume that you accidentally looking at the feat column instead for animal companions. As for the drakes the table is flatly wrong. They give the formula for calculating drake skill ranks and give the wrong number for level 13. For some reason the table goes off character level instead of drake hitdice like the entry says. I'm not counting it because honestly your mount is not going to beat the party skill monkey. Maybe there is something specific that desperates needs to be filled but in general I've found eidolons/animal companions to just be another chance to roll perception or possibly be a stealth companion. Either way it's 3 maxed skills vs 1.

All this put together still results in the vulture being better. Even if the drake was somehow equal to the vulture that's not what the archetypes think. They seem to think the drake is much much better than a vanhilla animal companion necessitating giving up a huge swath of abilities.


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I love reading about min/maxing in a Product Discussion thread!

The drake may be a bit underwhelming, but it is still really cool.
I think the Oracle Mystery is one of the gems of this book. So very fun!


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Fourshadow wrote:
I love reading about min/maxing in a Product Discussion thread!

I don't know if this is sarcastic or not, but actually discussing the product is a great place to do it, and it's really cool to see how thing stack up.

It's pretty shocking how underwhelming the drake is for how much it's been built up, maybe I can talk with my GM about not giving up an arm and a leg for it.


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Disappointment with one of the product's selling points belongs in the product thread.

I shouldn't be force to take a bad option if I want to be cool.


Honestly the easiest fix for drakes is to start them at small, give every drake glide for free, and reduce all level requirements by 4 on drake powers. Air drakes get flight instead. It still doesn't give ride-able permanent flight until level 7 at the earliest and only for small sized riders or those with undersized mount. By that point the wizard has had 50+ rounds for flight available for two levels and will get effectively permanent flight (overland flight) in two more levels.


N. Jolly wrote:
CBDunkerson wrote:

A few stats you missed;

Skill ranks: 39 for the drake vs 6 for the vulture.
Skills learnable: All vs 9
Class skills: 17 vs 6
Saves: +7/+7/+7 vs +7/+7/+3
Senses: Darkvision 60' & Low-light vision vs Low-light vision.
Immunities: Sleep & Paralysis vs None.
Languages: Draconic vs None.

Yes, if you exclude almost everything where the drake is better the vulture looks good at 13th level. However, taking in the whole picture they are about even... and by 15th level (let alone 17th) the drake is pulling away.

Eh, the skills and save bonus isn't huge to me, same with the immunities, and most importantly, the vulture didn't require a massive loss of class features.

And aren't that useful in a full party anyway.

Liberty's Edge

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We'll have to agree to disagree about the usefulness of skills, intelligence, and speaking.

"Sneak through this stand of trees and then circle around to the far side of the hill. The dwarf will be at a cave mouth about halfway up. Tell him we need a healing potion for the elf and then bring it back the same way you went."

Try that with an oversized canary. :]


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CBDunkerson wrote:

We'll have to agree to disagree about the usefulness of skills, intelligence, and speaking.

"Sneak through this stand of trees and then circle around to the far side of the hill. The dwarf will be at a cave mouth about halfway up. Tell him we need a healing potion for the elf and then bring it back the same way you went."

Try that with an oversized canary. :]

I'm not sure that one specific scenario (or others of that kind) are worth the brutal gutting of a class's features.


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CBDunkerson wrote:

We'll have to agree to disagree about the usefulness of skills, intelligence, and speaking.

"Sneak through this stand of trees and then circle around to the far side of the hill. The dwarf will be at a cave mouth about halfway up. Tell him we need a healing potion for the elf and then bring it back the same way you went."

Try that with an oversized canary. :]

It costs 1,800 gp to make an infinite use item of speak with animals.

If you increase an animal's intelligence to 3, by investing one ability point in the vulture's case, it can learn a language.

Neither of these things are worth giving up say 3 smite uses and 3 mercies for a paladin.

Liberty's Edge

World's Okayest Fighter wrote:
I'm not sure that one specific scenario (or others of that kind) are worth the brutal gutting of a class's features.

Different argument.

IMO the claim that drake companions are inferior to animal companions (or the giant vulture companion specifically) is false except at lower levels.

Now, if you want to complain that classes which GET a drake companion have to give up more features than they are worth... that's a solid argument for the cavalier archetype and the crippled drake the ranger archetype gets, but the druid, shaman, and paladin archetypes don't seem too bad.

I think people are seriously undervaluing the fact that drake companions are sentient creatures. They are more like a cohort than a companion. Heck, they can get Use Magic Device... as a class skill no less. That alone is just a huge advantage over any animal companion.

Silver Crusade Contributor

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There comes a point when a discussion has outgrown its product thread and deserves its own elsewhere. Community has cleaned out discussions like this before - it might be wise to take it elsewhere (and leave a link to that discussion here), lest these posts get cleaned out.

Just a warning - it's happened before. ^_^


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

Intelligence of three is not the same as intelligence of eighteen, even disregarding "how many spells can it learn" mechanics. Or even the same as intelligence of ten, which is IMRPE not all that smart. I would expect an animal with an intelligence of three to have very rudimentary communication skills, even when it theoretically "knows" a sentient's language, and to rely much much more on instinct than on reason — if it can reason at all.

As an experienced (30 years' worth, give or take) moderator, I can agree with moving this off-topic thread drift to a new thread. I can't agree with just deleting it, though I would agree that it's Paizo's call.


That's still an argument against drakes because their intelligence is not 18. It's 4.

Paizo Employee Contributor—Canadian Maplecakes

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Ventnor wrote:
The new Oracle Curse also works for those who want to make an Oracle powered by the Prophecies of Kalistrade.

I 100% did not write this with this in mind. Seriously, I didn't. It just ended up working out that way. I mean it. Seriously. 100% nothing to do with Druma here. Seriously.

Seriously...

...

But, thanks for all the positive comments on the Oracle mystery. I got to write that, the variant bloodlines, and the regional traits. Crystal and Owen did an amazing job of developing this book and I'm so glad I got to work with them on it.

Hooray, dragons! :)


When will this, if ever, be PFS legal?


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Terevalis Unctio of House Mysti wrote:
When will this, if ever, be PFS legal?

The book was added to the Additional Resources page about three weeks ago.


So apparently no Outer Dragons in PFS. Okay well. Weird but not that bad.


This is helpful, thank you Gisher.


Terevalis Unctio of House Mysti wrote:
This is helpful, thank you Gisher.

You are very welcome. :)

I don't play PFS, but I think that new materials become allowed as soon as they are posted on that page.

Grand Lodge Contributor

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Can't wait to get my contributor copies in a few hours! :-) I only designed the style feats (Linnorm, Wyvern, etc.) and the section on dragon familiars (calligraphy wyrm, etc.) Also looking forward to seeing all the cool stuff other authors designed!

Liberty's Edge

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Mikko Kallio wrote:
Can't wait to get my contributor copies in a few hours! :-) I only designed the style feats (Linnorm, Wyvern, etc.) and the section on dragon familiars (calligraphy wyrm, etc.)

Great stuff Mikko.

I suspect Linnorm style will be particularly popular... if you have access to a competent healer.

Scarab Sages

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Mikko Kallio wrote:
Can't wait to get my contributor copies in a few hours! :-) I only designed the style feats (Linnorm, Wyvern, etc.) and the section on dragon familiars (calligraphy wyrm, etc.) Also looking forward to seeing all the cool stuff other authors designed!

I loved the calligraphy wyrm. Great work!

Contributor

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Mikko Kallio wrote:
Can't wait to get my contributor copies in a few hours! :-) I only designed the style feats (Linnorm, Wyvern, etc.) and the section on dragon familiars (calligraphy wyrm, etc.) Also looking forward to seeing all the cool stuff other authors designed!

The Linnorn style feats look incredibly fun. I really want to build a monk character around them!

I was responsible for the wyvaran section.

Silver Crusade

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Michelle A.J. wrote:
Mikko Kallio wrote:
Can't wait to get my contributor copies in a few hours! :-) I only designed the style feats (Linnorm, Wyvern, etc.) and the section on dragon familiars (calligraphy wyrm, etc.) Also looking forward to seeing all the cool stuff other authors designed!

The Linnorn style feats look incredibly fun. I really want to build a monk character around them!

I was responsible for the wyvaran section.

Thankies for that ^w^

(I also loved the adorable Calligraphy Wyrm and the Linnorm Style feats)


Dragon Magic for elves..
which racial trait does it replace?


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Gamerskum wrote:

Dragon Magic for elves..

which racial trait does it replace?

The PFS Campaign Clarifications page says that it replaces elven magic.


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does the draconic ally spell create a tiny pseudodragon or a medium-sized one?

the spell says 'all of the abilities granted by [the form of the dragon spells]', which includes size bonuses and dmg dice for a medium-sized creature...

just trying to figure out if this spell creates a housecat or a mastiff.


I think the Draconic Ally only gains the _abilities_ so no size change or stat increases, including Nat AC.

They would gain Breath Weapon, Energy Resistances, and movement etc..


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Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Oh wow, Dragon Magic replacing Elven Magic could be really great for Half-Elves with the Elven Spirit feat. You can get an effective +4 Charisma at level 1! That's fairly notable.

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