Pathfinder Player Companion: Legacy of the First World (PFRPG)

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Pathfinder Player Companion: Legacy of the First World (PFRPG)
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Embrace the Fey

All the trickery and wild power of the fey are yours to command with Pathfinder Player Companion: Legacy of the First World. Let the wilderness inspire your heroes with a spectrum of new ways to play fey-touched characters, along with new powers for classes seeking to strengthen their bonds with nature. Choose whether you draw your might from the vitality of the land, the brutality of vicious beasts, or even your faith in the fey realm's inscrutable masters, the Eldest.

Inside this book, you'll find:

  • Character options for worshipers of the enigmatic Eldest, allowing members of all classes to manifest their god's influence in unexpected ways.
  • New racial options for both gnomes and gathlains, two player-character races closely tied to the First World.
  • A host of new archetypes, feats, magic items, spells, and other fey-inspired character options!

This Pathfinder Player companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but it can easily be incorporated into any fantasy world.

ISBN-13: 978-1-60125-941-7

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

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Usual Mix of Good and Forgettable

3/5

Legacy of the First World is a 32-page, full-colour entry in Pathfinder's Player Companion line of softcover books. As the title indicates, it covers the First World, which in the official campaign setting of Golarion, refers to a sort of "first draft" of reality from which the fey originate. I've never really gotten much into the fey during my years playing Pathfinder, but there's some intriguing stuff in this book and I could imagine trying to work more into my games. As with too-many books in this line, Legacy of the First World is essentially a collection of several (15) two-page sections assigned to several (10) different freelancers, with the predictable result that there's some wide disparities in writing quality, consistency between sections, and understanding of what's makes for useful gameplay mechanics. In other words, there's certainly some good material in this book, but it has to be sifted out of plenty of dross. The interior artwork is pretty solid, and I like the bold and vibrant use of color. You can judge the cover art for yourself--it looks pretty cool to me (it's reproduced without text as the inside back cover).

As for those two-page sections, they're a real hodgepodge of new spells, archetypes, magic items, character options, and more. There's no way I can cover everything, but I'll try to hit the high- (and low-) lights quickly.

* "Introduction": Along with a bit of background about the First World and a Rules Index, this section discusses specific regions of Golarion that have been particularly influenced by fey, like Darkmoon Wood in Andoran. Each of the region descriptions is accompanied by a new regional trait, and they're all really good--useful and flavourful. I thought the Witchmarket was a fantastic concept (a travelling fey merchant caravan that buys and sells particularly unusual commodities like the buyer's middle name or the ability to see dogs!). I'll surely work it in somewhere.

* "Fey Origins": This section adds new fey-themed alternate racial traits for all of the Core races. Some of them are pretty powerful, like a constant detect magic for elves. There are also a few new story feats (a concept originated in Ultimate Campaign), but frankly what you get for accomplishing the goals is rarely worth it.

* "Legacy of Gnomes": Here we get an alternative racial trait allowing gnomes to play as a Bleachling, and two related feats (pretty mild in effect). There's a new alchemist archetype called the First World Innovator, which looks interesting: fewer bombs, but more variations on what they do. There's also some new alchemist discoveries and alchemical items.

* "Legacy of Gathlains": These humanoid plant-flesh creatures receive several new alternate racial traits (good and balanced), favored class options, and some new feats (hydroponic adaptation is good, but the rest aren't).

* "Touched by the First World": A new "fey-touched" creature template is added here, but the best parts are a new "Pranked" curse for oracles and a "Whimsy" oracle mystery--both are great! There's a new archetype for bards ("First World Minstrel"), but it's pretty forgettable.

* "Fey-Scarred": The theme here is how to fight evil fey, and the section introduces several new alternate racial traits. There's also a really good new hunter archetype ("Feykiller") and some new spells.

* "Scions of the Traitor": This section is for worshippers of Count Ranalc, an interesting member of The Eldest (powerful fey figures). It contains a new slayer archetype called "Ankou's Shadow" which is potentially super-powerful (but with little flavour) and a new rogue archetype called "Shadow Scion" (looks solid).

* "Grown of the Feasting Flower": The Green Mother (another of The Eldest) is the theme of this section. There's a new shaman archetype called "Gasping Vine", but I found it mostly duplicative of existing options. A new witch archetype called "Seducer" isn't bad. There are also several new hexes and spells--thirsting entanglement could be good.

* "Beneath the Towering Twins": A weird member of The Eldest called Imbrex is the premise for a new summoner archetype called the "Twinned Summoner" and . . . I don't get it. There are also some additional evolutions and new teamwork feats, with "conduit casting" a standout.

* "Illuminated by the Lantern King": This section contains what's probably my favorite archetype in the book, the "Fey Prankster" for bards. I could see a lot of creative fun to be had with this one. The section also has a new bloodrager bloodline called "shapechanger" and a separate sorcerer bloodline with the same name but different effects.

* "Servant of the Melancholy Lord": I really like the feel of the Lost Prince, the member of the The Eldest around which this section is themed. There's a new oracle archetype called "Hermit" which doesn't really fit well, but I like the oracle curse "Reclusive." A new psychic discipline, "Sorrow", is okay, but the 13th level ability doesn't really fit the theme. An interesting new feat type for characters who usually adventure solo is introduced, which is a smart idea--there are a lot of play styles out there, and one GM and one PC is a quite-common one.

* "Born of the Three": Magdh the Three is The Eldest here, and the section contains a well-designed new monk archetype called "Nornkith." There are also several interesting new spells and items.

* "Devotee of the Hooded": Followers of Ng the Hooded may be interested in a new cavalier archetype called "Hooded Knight" (frankly, it's not that good), but a new cavalier order called "Order of the Blossom" is an attractive, interesting option.

* "Child of the Water Lord": Followers of a serpentine beast named Ragadahn could choose a new barbarian archeype called "Deepwater Rager", which is useful on land and water and comes with an awesome ability called "Spiraling Charge". There's also an okay new skald archetype called "Serpent Herald" and some new rage powers and bardic masterpieces.

* "Timekeeper of the Many": Last up is a wizard archetype called "Chronomancer". I was really excited to read this and it does turn out to be kinda good, but it needs some more gonzo (yet somehow not unbalancing) stuff to really be memorable. The section has some new time-themed spells, of which, temporal divergence could be fun.

And that's the book. Like I said, a real mix of stuff. It'd be worth a buy if you plan on having a fey-themed character or you're a GM planning on running a campaign that involves the fey. Otherwise, it's not a must-have.


No First World problems here.

5/5

I think this is the most would-play archetypes (plus mysteries, bloodlines, etc.) I've seen in a player's companion. That's combined with good traits and interesting story feats! A few racial options are a bit much (elf getting constant detect magic or bonus AC versus chaotic creatures is a nuisance for the GM, and gathlain kineticists do half again as much damage as other kineticists), but other than that, things are very nice.

Traits! Two particularly notable ones, but all good. Intelligence has been stealing charisma's thunder thanks to traits, so grab one of these to make your sorcerer as good at identifying spells as a wizard- or go for something fun, like crafting. Retry a hex against somebody once per day? Don't mind if I do.

Archetypes! There's an alchemist that gets a pool of points to spend on random effects (or rerolls for bad results). Very nice for anybody who wants a character with some gambling built in. Two new oracle curses, a new mystery, and an archetype! The mystery is great, with very cool and useful abilities that don't rely on charisma-to-everything. Swift action invisibility! Rod of Wonder effects! Move-action teleportation! Speaking of invisibility, there's a nifty bard archetype that trades out the usual inspire courage for handing out some fey abilities. The rogue will love having swift-action invisibility handed out! It's a versatile list. Ankou's Shadow is the first archetype to really make me want to play a slayer. At-will modified Mirror Image using your shadow, and as you level up, your shadow-selves become more and more independent. Oh, and the swift-action See Invisibility is really nice to have available too. Rogue with built-in darkvision and short-range teleportation is nice. Seducer is a charisma-based witch (still prepared casting) with hexes that get bonuses against anybody attracted. Twinned Summoner is a really classy option to have your eidolon fake being you. Nice to have an unkillable body-double! There's a very serious chunk of material dedicated to making this work even better with an unchained summoner. Psychics get a sorrow discipline, complete with their own private demiplane of solitude. Chronomancer is a wizard that can get back some spell slots when enemies made that save to negate or had good spell resistance, along with options for save rerolls and eventually more flexibility on contingencies.

Shapechanger bloodline for sorcerer gets its own section. It starts off with the underwhelming arcana of +1 CL to personal transmutations, and moves on to what seems like a mildly spiced-up version of the boring and generally useless first level "grow claws" power. Third level, though, is where it really hits. Once per day, boost a minute-per-level personal polymorph to ten minutes per level. That pushes it up into useful for social encounters, or a couple of combat encounters! Then at ninth, it becomes an HOUR per level. Since that stacks with extend spell, by the time you get Form of Dragon I at 12th, you can live your life as a dragon. The other abilities are really cool, too- transmuting yourself into an instantaneous AoE of claws and teeth, modifying your polymorphs with different movement forms, and a solid capstone in the vein of aberration bloodline. New favorite bloodline.

Spells! I don't care if it's not terribly effective- turning somebody's skeleton into jagged cold iron is awesome. Always love getting more fungal spells. The chronomancy spells are the star of the show, though, providing balanced time magic spells for a range of levels.

Feats! Hate teamwork feats? Have the opposite! 0-level Selective Spell metamagic… that only excludes you. Increase your channel's healing… when you exclude everybody else. Spend rage for extra attacks… so long as allies keep their distance. They're pretty cool, actually.

TLDR: You can be a dragon 24/7 now.


A Legacy Worth Remembering

5/5

After the combination train wreck/dumpster fire that was Legacy of Dragons, I was completely prepared to write this book off as a part 2 to the Legacy of Trash. Consider my complete surprise, then, when I found that this book was not only good, it was great. Just about everything in here oozes with Fey style, and mechanically just about everything holds their own. The only notable exceptions are the Seducer Witch, which unfortunately falls into the realm of "surprise villain archetype" due to how its class features work based on seduction, and the First World Innovator Alchemist, which is one archetype that I'm still debating over. The rest of the book is rock solid though.


Fun of The First World

4/5

This is a good solid book, not as good as legacy of dragons, but still worth while.


An excellent player companion

4/5

Noteworthy entries:

Some great alternate racial traits for core races, as well as some flavorful love for Gathlains that really play up their natural symbiosis.

A Cha focused witch that can hand out some hefty party bonuses if your party is willing to get frisky.

A flavorful slayer archetype, and a Shadowdancer-lite rogue archetype

some cool teamwork feats (Conduit Casting is begging for a blaster Sorc/Magus wombo combo)

some neat oracle options in the hermit archetype and reclusive curse, and new Loner feats give some use to team oriented abilities if the party isn't interested (Skalds in a party that doesn't want strength can get a larger bonus, for example)

a cool and flavorful monk archetype that tragically lacks an unchained version

Stealth horseshoes with 1/day invisibility. Your charge target literally won't know what hit it.

A time manipulation focused wizard and a host of potent temporal spells

All in all, quality work. Nothing's particularly stronger than existing content, but that's alright because it's interesting and makes you want to play it, and you won't feel weaker for it.

Some of the content is pretty bad though, and not including an unchained version of a monk archetype is pretty unforgivable, so it loses a star on that, but still, would recommend


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Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

The new eidolon evolutions (Shared Evolution, Shared Slot, and Extra Feat) are REALLY good. Shared Evolution lets the eidolon temporarily transfer one its evolutions to its master. The other two are exactly what you would expect from their names.


David knott 242 wrote:

The new eidolon evolutions (Shared Evolution, Shared Slot, and Extra Feat) are REALLY good. Shared Evolution lets the eidolon temporarily transfer one its evolutions to its master. The other two are exactly what you would expect from their names.

Worth mentioning that they're archetype/subtype-locked, and are taking the place of all the evolutions that work for specific subtypes. Nice to see that considered!


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Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

The Shapechanger sorcerer bloodline's ability to extend time in an altered form comes from a bloodline power rather than its arcana, so it is available to other spellcasting classes via VMC or the Eldritch Heritage feat chain. Also, it applies to any Transmutation spell, so you could eventually use it to give yourself an all day +4 enhancement bonus to any ability score that you have the appropriate spell for.

My future Spirit Dancer Medium could have a lot of fun with this one.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Plausible Pseudonym wrote:
Are both Miserable Pity and Crushing Despair on the bonus spells of the Sorrow discipline?

No and yes.


First off, I'm super excited for the new Slayer archetype, it's great to see something that is both very strong and very flavorful. I'm curious to know if the writer played Horde in Warcraft 3, haha.

On a more topical note, I'd like to know if there is anything that allows you to use charisma for atypical purposes other than the already mentioned Witch archetype?


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Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Arachnofiend wrote:

First off, I'm super excited for the new Slayer archetype, it's great to see something that is both very strong and very flavorful. I'm curious to know if the writer played Horde in Warcraft 3, haha.

On a more topical note, I'd like to know if there is anything that allows you to use charisma for atypical purposes other than the already mentioned Witch archetype?

The Nornkith Monk archetype is charisma based instead of wisdom based.


Nornkith Monk archetype, I must of missed that one, looks like I will have to take a second look.

Grand Lodge Contributor

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Verzen wrote:
Mikko Kallio wrote:
I'm glad to see people like some of the stuff I designed for this one, such as the twinned summoner and the sorrow discipline. ^_^ Can't wait to get my contributor copy!

The twinned summoner gave me a great idea for a character. Outflank. Paired opportunist, improved out flank, broken winged gambit...

And have combat reflexes, two weapon fighting, and exotic weapons profile cycle, wakizashis. 18-20 critical range soon to be 15-20 with keen. Two AOO with every critical and two AOO if attacked... plus my AOO get a +8 bonus due to flanking and paired opportunist...

Sounds like an awesome build. :) Melee-focused summoners are a lot of fun.

QuidEst wrote:
Brew Bird wrote:
Could I get a little more info on the new sorcerer bloodline? What makes it such a great shapeshifter?
** spoiler omitted **

I also designed the shapeshifter bloodlines, so I'm very glad to hear you like the sorcerer bloodline. :)


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Pathfinder Starfinder Roleplaying Game Subscriber
Arachnofiend wrote:

First off, I'm super excited for the new Slayer archetype, it's great to see something that is both very strong and very flavorful. I'm curious to know if the writer played Horde in Warcraft 3, haha.

On a more topical note, I'd like to know if there is anything that allows you to use charisma for atypical purposes other than the already mentioned Witch archetype?

There's also a pretty cool trait that lets you use Charisma for one of a few skills in place of the usual ability score, mostly Intelligence or Dexterity, with some neat flavor of being able to hear the voices of objects.


... id be all in for a wizard archtype that didnt..... blow.

was hoping the chronomancer was going to be it, but from the sounds of it, its going to blow chunks too.


Could someone outline the fey mutagen? I'm going to buy the PDF as soon as I can, but the 31st is sadly far away.


Could someone with the PDF outline the Feykiller Hunter?

I am excited, but also worried it gets dumb things like Favored Enemy.

Silver Crusade

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Favored Enemy is awesome!

That being said the Feykiller gets alternate Animal Foci and eventually their Animal Companion's natural attacks overcome Cold Iron DR.


Pathfinder Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Garlicmaster wrote:
Could someone outline the fey mutagen? I'm going to buy the PDF as soon as I can, but the 31st is sadly far away.

It improves Dex and Cha, grants DR, and penalizes Str.


David knott 242 wrote:
Garlicmaster wrote:
Could someone outline the fey mutagen? I'm going to buy the PDF as soon as I can, but the 31st is sadly far away.

It improves Dex and Cha, grants DR, and penalizes Str.

Huh, interesting. Thanks! :)


Yeah, I like the fey mutagen, you can finally have a "nutty professor" type character.

Contributor

Dragon78 wrote:
Yeah, I like the fey mutagen, you can finally have a "nutty professor" type character.

Did they put in the craft DC for alchemist's rubber?


I was thinking of the Jerry Lewis movie of the same name.


Any feedback on what the dwarven alternative racial trait, "Wanderer," provides in lieu of "Hardy?"

Very interested in that alternative racial trait.

If feedback on the others could be provided, too, such would be greatly appreciated!


3 people marked this as a favorite.

Standout stuff:

• Sorrow Psychic Discipline
• Gathlain Kineticist FCB (LOL)
• First World Minstrel Bard archetype, especially the Echoes of the First World bardic performance (move action teleports and/or spell resistance are the key take aways)
• Chronomancer wizard archetype (it's fun, not overpowered)
• The temporal spells
• Ankou's Shadow slayer archetype
• Seducer Witch archetype
• Conduit Casting teamwork feat (I'm not sure it works in practice, but in theory it's cool)
• Threefold Form (horrible spell, hilarious focus cost of 9x9x9 gp)
• Rod of the Thriceborn (probably a cheaper and just as good version of a Persistent Spell rod given some assumptions about successful saving throw range, I enjoy the idea of the math required to figure it out)


Question to whomever designed/developed the Nornkith Monk:

1. I simultaneously love and hate this because it's not for UC Monks. If it were, it'd be nearly damn close to my ideal archetype.

2. Was it intended NOT to work with UC Monk, because of its mechanics, or was it a matter of space? As far as I can tell, it seems like it could have been easily adapted (diamond soul, quivering palm and empty body just become replaced by ki powers at 12th/16th/18th levels). So was it a power-level or an editing choice? Or did it just not come up?

3. I actually don't know Paizo's stance on this... any chance we could see this reprinted with an UC Monk option?

Designer

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I was the freelancer who wrote the nornkith archetype, so the development leads of the book are the final arbiters on the project, not me. I intentionally gave it a high power level, as I felt that allowed for some seriously powerful abilities from the norn that felt more like becoming a norn. As such, I realized it was going to be overtuned for an Unchained monk archetype. I looked at the version in my toolbox that worked for both monks and this one just seemed cooler. Like many of the very strong CRB-monk archetypes, it should hold its own with an Unchained monk just in a different way (Unchained monk can put out more damage but nornkith can do some nice reroll and utility powers).

Contributor

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Secret Wizard wrote:

Question to whomever designed/developed the Nornkith Monk:

1. I simultaneously love and hate this because it's not for UC Monks. If it were, it'd be nearly damn close to my ideal archetype.

2. Was it intended NOT to work with UC Monk, because of its mechanics, or was it a matter of space? As far as I can tell, it seems like it could have been easily adapted (diamond soul, quivering palm and empty body just become replaced by ki powers at 12th/16th/18th levels). So was it a power-level or an editing choice? Or did it just not come up?

3. I actually don't know Paizo's stance on this... any chance we could see this reprinted with an UC Monk option?

Mark already mentioned it's something that he had in mind in design, and I had it in mind in development. The mismatch of level powers meant too many words to adequately explain a dual-monk archetype here (and what seems like not many words might still result in getting another cool bit cut, alas!), so the unchained option didn't make the cut. I don't know that a reprint is likely, but I've learned to never say never (see, e.g., the Adventurer's Guide). For a non-organized play option, though, the swaps you suggest seem just fine to me.

I also note that the 11th-level power should replace diamond body (which monks get at 11th level) rather than diamond soul (which they don't get until 13th level). Blame where blame is due: that's my error, not Mark's.


Mark Seifter wrote:
I was the freelancer who wrote the nornkith archetype, so the development leads of the book are the final arbiters on the project, not me. I intentionally gave it a high power level, as I felt that allowed for some seriously powerful abilities from the norn that felt more like becoming a norn. As such, I realized it was going to be overtuned for an Unchained monk archetype. I looked at the version in my toolbox that worked for both monks and this one just seemed cooler. Like many of the very strong CRB-monk archetypes, it should hold its own with an Unchained monk just in a different way (Unchained monk can put out more damage but nornkith can do some nice reroll and utility powers).

I fully agree on the power budget thing, thanks for letting me know <3


One more question about the Seducer. Well, okay, two.

1) Do they still get a familiar?

2) Since their spellcasting is controlled by Charisma, do they have the more limited 'spells known' list of casters like the sorcerer and bard, or do they still get the spells per day/spells known of the base witch class?


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Pathfinder Starfinder Roleplaying Game Subscriber
Eric Hinkle wrote:

One more question about the Seducer. Well, okay, two.

1) Do they still get a familiar?

2) Since their spellcasting is controlled by Charisma, do they have the more limited 'spells known' list of casters like the sorcerer and bard, or do they still get the spells per day/spells known of the base witch class?

1) Familiar is not affected.

2) Sadly, they do not become spontaneous casters, so their spells/day is not affected...and they certainly don't go down from being a 9th-level spellcaster to being a 6th-level spellcaster.

Silver Crusade

Trying to wrap my head around the Shadow Scion rogue rules.

So basically targeting the Shadow Step ability works like a splash weapon except you always automatically miss and have to determine where you end up?

Also, it looks like it's designed to be specifically different from the Shadowdancer's Shadow Jump ability; presumably this means that it's also incompatible with the whole Dimensional Agility chain.

Contributor

A slightly technical question around the Rod of the Thriceborn - How would this work if the person you target has reroll abilities?

Example: BBEG is an Enchantress with high DCs and a Rod of the Thriceborn. She uses it to cast Dominate Person on the Inquisitor (Spellbreaker), who always rolls twice and takes the higher against Mind Affecting things.

Do the two powers just cancel out? Or what happens?

(Loving the companion, by the way - so very much stuff I am still processing).


Dreikaiserbund wrote:

A slightly technical question around the Rod of the Thriceborn - How would this work if the person you target has reroll abilities?

Example: BBEG is an Enchantress with high DCs and a Rod of the Thriceborn. She uses it to cast Dominate Person on the Inquisitor (Spellbreaker), who always rolls twice and takes the higher against Mind Affecting things.

Do the two powers just cancel out? Or what happens?

(Loving the companion, by the way - so very much stuff I am still processing).

I think they should cancel out, as with the Threefold Sight spell. Use of the rod expended, roll one die normally.


Luthorne wrote:
Eric Hinkle wrote:

One more question about the Seducer. Well, okay, two.

1) Do they still get a familiar?

2) Since their spellcasting is controlled by Charisma, do they have the more limited 'spells known' list of casters like the sorcerer and bard, or do they still get the spells per day/spells known of the base witch class?

1) Familiar is not affected.

2) Sadly, they do not become spontaneous casters, so their spells/day is not affected...and they certainly don't go down from being a 9th-level spellcaster to being a 6th-level spellcaster.

Thank you, Luthorne, you are a scholar and a gentleman.


In spite of having the iconic druid on the front page, this book doesn't seem to contain a lot of options for druid beyond a few spells and general caster feats. Please correct me if I'm wrong, I have only looked through a friends copy before a play session.

Shadow Lodge

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Mikko Kallio wrote:
I'm glad to see people like some of the stuff I designed for this one, such as the twinned summoner and the sorrow discipline. ^_^ Can't wait to get my contributor copy!

To put it honestly, I think this the best Summoner archetype I have seen.


I have a question about the Hooded Knight's feytouched mount ability. Unless I am missing something, the Cavalier bestows a template to their mount while riding it, but the mount "cannot use its change shape ability while ridden." This mention of the words "while ridden" seemed a bit superfluous, as the mount only has the template under those circumstances. That got me thinking, though: was the mount originally intended to have access to the template at all times?


Pathfinder Adventure Path, Starfinder Adventure Path Subscriber

In "Legacy of the First World", the spell "Threefold Form" is listed as a spell from the school of Divination. However, the text says that it functions as "Bilocation" (OA 158), which is from the school of Conjuration. Since the caster is conjuring images of himself/herself, presumably there is a typographical error in "Legacy of the First World" and in fact "Threefold Form" is also from the school of Conjuration. Is this correct?


It might have been intended to function as Divination given Magdh's theme, just with mechanical similarities to Bilocation. Bilocation creates a duplicate body, which sounds like Conjuration. Threefold Form could be viewed as pulling your younger and older selves out of some alternate timeline, which could be Divination, I suppose.

Both are bad spells, though, don't use them. Terrible action economy in return and extra vulnerability for short duration and a high level spell slot in return for some very limited flexibility. No thanks.

Scarab Sages

So...when will this be included in the Pathfinder Society Additional Resources page?

I'd like to be able to consider converting my Cavalier to the Order of the Blossom.


Review posted!


Another question about the Seducer archetype (now that I actually have the book) -- they can take the Extra Hex feat at 1st level, right? Their being required to take the Charm hex doesn't change that, does it?


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I don't see why it would, it's a hex, so I'd say they have the prerequisite of the hex class feature.


Thanks, Plausible. I thought as much myself but I wanted to see what others thought about it.

Designer

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Secret Wizard wrote:
Mark Seifter wrote:
I was the freelancer who wrote the nornkith archetype, so the development leads of the book are the final arbiters on the project, not me. I intentionally gave it a high power level, as I felt that allowed for some seriously powerful abilities from the norn that felt more like becoming a norn. As such, I realized it was going to be overtuned for an Unchained monk archetype. I looked at the version in my toolbox that worked for both monks and this one just seemed cooler. Like many of the very strong CRB-monk archetypes, it should hold its own with an Unchained monk just in a different way (Unchained monk can put out more damage but nornkith can do some nice reroll and utility powers).
I fully agree on the power budget thing, thanks for letting me know <3

Incidentally, I was getting the nornkith confused with another monk archertype that I wrote that couldn't be Unchained the other day when I posted this, and in looking it up more carefully, I discovered that I had done so (as I said before, I had various versions in my toolbox, and seeing it wasn't for Unchained, I had thought I submitted that version). Ron is correct that he removed the Unchained monk adjustments for space (and it must have seemed weird that I thought I hadn't included them at all), but I realized I had managed to fit them in there (at too high a cost in words). You can use them with Unchained by replacing 4th, 12th, 16th, and 18th level ki powers (and gaining the corresponding abilities at those levels) with my blessing as well; it's a bit strong, especially the reroll, but it steered enough away from pure offense to work on both.

The explanation I gave is still probably my most thorough written explanation to date of why wemight not write a given monk archetype for Unchained monk (and why zen archer, sohei, and friends are troublesome if you port them over), it just didn't apply to the archetype I was actually writing about at the time!


So, does Introspective Performance synergize with the Sorrowsoul's (Ultimate Intrigue) Lyric Sorrow ability?


I'm going through this book and it feels like it doesn't have enough options for players that aren't starting at the ground floor. I'd like to have seen some of the alternate rules like "shaping" that showed up in the First World Campaign Setting book. At the very least, having the named Eldest clearly mentioned in their respective section would have been nice. Instead, it feels like you are expected to play connect the dots to whomever each chapter is dedicated.

A bit torn on this book. It seems like it will be great for players building a fey influenced character at level one, but for someone like me running a fey based campaign with higher level characters, I am struggling to find anything we can use in this book.

I'll have to try to read over the archetypes a bit more before I do a review.

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