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

****½ (based on 7 ratings)
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

Note: This product is part of the Pathfinder Player Companion Subscription.

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Product Reviews (7)
1 to 5 of 7 << first < prev | 1 | 2 | next > last >>

Average product rating:

****½ (based on 7 ratings)

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No First World problems here.


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


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

****( )

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

An excellent player companion

****( )

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



This book has lots of interesting, flavorful, and useful options for many classes. Very few useless options, and many that you'll want without feeling guilty or overpowered.

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