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A smug face for a reason

5/5

The Living Legend gives a lot, and it takes a lot. There's very little art, but the sitting image of the iconic in the middle is quite a good one - and also much less smug.

Fluffwise, some folks may love it or leave it; it's an 'occult' archetype, inviting basic concepts of "adventurers" into itself in the 'default' idea: Not as invested as a Den-O or the Spiritualist class, but easy to refluff as mimics, method-actors, charlatans, or someone who just can't pick their bloody class.

As an Archetype, the Living Legend leaves little unaffected; this unfortunately leaves it incompatible with the grand majority of other archetypes. Luckily it can hold its own out of the box, base soulknife this is not.

Important to note the 'High Psionics' sidebar: Soulknives are now generally assumed/recommended to get their 4th-level Gifted Blade manifester progression without the Psychic-Strike removal of the archetype.

Living Legends are an Intelligence-based Archetype, replacing wisdom in everything. The archetype offers seven roles; each with its own weapon to choose the enchantments of, and can pick any two every day. New bladeskills also make their appearance of course, and each role has one that -- while it does not require one to be in this role -- is greatly enhanced when used while in said role. Each Role is a very vague and generic 'type' of character, basically what you might get if you asked a bunch of commoners in a bar what they believe the role to be.

Quick Role Descriptions:

The Archmage is a ranged blaster with bonuses to Int skills, checks and extra boons from knowledge. Flashy booms, knows all the monsters, a better basic soulbolt, more or less.

The Champion is a melee combatant with a bit of combat maneuver boons, mobility, "hitting things dead" and bonuses to Strength skills and ability checks too.

Guardians have no Skill-boost, instead boasting a free pile of stackable Temporary HP they can replenish and reset whenever they refocus, improved reach (without a dead-zone), a shield bonus, DR, resistances, and a few ways of protecting or taking the hit for their allies.

Hierophants offer an amazing way of dealing nonlethal (only against things that it will work against!), wisdom-skill/check bonuses, channel energy, banishing at high levels, and a rather amazing ability: They pick a domain and get its powers (not spells). You can pick it every day. You can't *not* find something useful there.

Marshals require a bit more building around. The "teamwork feats" (and also charisma bonuses) role, if you don't have teamwork feats, or don't have a party really built to take advantage of them well, chances are you'll only switch to Marshals on date nights. Nevertheless, it offers several buffs and auras, and their capstone lets them bark out orders to resurrect.

The Overmind is another 'build-based' one: Most notably its own 'special bladeskill' can really make it shine. The Archetype regains Psychic Strike, item use as a psion, bigger better mindblades and some detection. Really it's not so much the minor telepathy and item-use as the boosted Psi-Likes their bladeskill gives them that really makes this an attractive choice; it's just so much less impressive without it.

Finally, Tricksters. Can you guess Dexterity? Of course. That said, they make a fine enough rogue in a way; they get magic-disarming like trapfinder gives, 'invisible' blades with improved feinting speeds (move, swift if already able to do it as a move), extra class skills with free ranks in them (again, you can pick!), sneak attack and spell-stealing.

Players are likely to want to focus on 2 or 3 of the various roles, though there's no reason not to switch to archmage on a crafting day or take advantage of some hierophant domains. Each role does offer a decent amount, and the utility and ability to simply change them out makes up for all those lost bladeskills and other compatibilities.

Overall the Living Legend's combat output can't really keep up with Warsouls or Psy-Armories. While a great improvement over the original, Living Legend is not a soulknife counterpart to lance-chargers and rageserkers, nor can it wipe out quite as much of the battlefield in one moment like a wizard or sorcerer that lowered themselves to "mere blasting". But if you want a better thief, some kind of "fifth man", or if you just want to be able to completely switch it up day in day out because it's that or rolling up new characters, there's enough potential power and design depth here for your Jack of all trades to be more somewhere between Queen and King.

All in all a solid pick.


Full Name

Faobhar

Race

Eidolon

Classes/Levels

HP (55/55) MC (1/1)

Gender

Male

Size

Medium

Age

19

Special Abilities

fire and wrasslin

Alignment

NG

Location

Dreamworld

Languages

common, catfolk,

Strength 19
Dexterity 16
Constitution 13
Intelligence 7
Wisdom 10
Charisma 11

About Faobhar

Feats: Improved Unarmed, Improved Grapple, Combat Reflexes,
Evolutions:Free- bite, limbs(2)(legs),
1Resistance10(fire), 1Sticky, 2Energy Attacks(fire), 2Flight, 2grab(bite),
Bite 1d20+5+3
1d6+1d6(fire)+1d6(bleed)+1.5×str

Max HP 55
AC 20
FF 16
Tch 13
Fort 5
Ref 7(evasion)
Will 1
CMB 8(+11 total to grapple)
Cmd 20(+2 in addition to grapple)
Move 40, fly 40(good)

Skill ranks in
Perception 5
Intimidate 5
Stealth 5
Survival 5
class skills for eidolons: Bluff (Cha), Craft (Int), Knowledge (planes) (Int), Perception (Wis), Sense Motive (Wis), Stealth (Dex), Knowledge (nature) (Int), Intimidate (Cha), Survival (Wis), Fly (Dex), Handle Animal (Cha),
Equipment: Bracers of armor +1spellstoring, amulet of mighty fists(ghost touch),
Faobhar is an eidolon composed of Roy's dreams. Due to Roy's link to the natural world, he appears as a chimera of the best parts of certain animals. Take a panda. Now make it orange and a bit chubbier. Give it a long tail, Stubby horns, and large, white, feathery wings. He has a glowing Celtic knot symbol on his forehead that matches Roy's. He wears leather bracers and a silver amulet, both obviously of Fey make. He can talk but very rarely does. He spends most of his time lazing around.
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