Pathfinder Player Companion: Chronicle of Legends

***** (based on 2 ratings)
Pathfinder Player Companion: Chronicle of Legends

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Go Out with a Bang!

All great characters reach the point where their stories grow from heroic into something of legend. Deep in the archives of the Pathfinder Society are tales of legendary heroes who employed high-level class options, wielded magical relics once used by Golarion's greatest figures, trained in prestige classes with occult power, and cast magic in extraplanar battles too powerful or dangerous to unleash on Golarion. Whether you're wrapping up a campaign or just starting one, Pathfinder Player Companion: Chronicle of Legends offers everything you need to bring a legendary touch to your game!

Inside this book you'll find:

  • New abilities for all types of characters, including powerful traits that grow in strength with a character's existing traits, new ways to improve the versatility of your favorite spells, and feats to support characters with levels in a prestige class.
  • Potent magic items, including storied items that gain new abilities when brought together as a set and legendary relics that grow in power alongside their owners.
  • Powerful capstone abilities for 20th-level characters, including general capstones available to all classes and alternate capstones for every one of Pathfinder's character classes.

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: 978-1-64078-136-8

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

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***** (based on 2 ratings)

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It Will Be Legendary!

*****

The main thing I really enjoyed about this book is the alternate capstones . Though there are some interesting class features and even stuff for Ninjas. It does make make me sad that 1e is ending especially how much great stuff has been coming out lately.


So player companion book line went out with a bang...

*****

Seriously, tons of cool stuff in this, alternate(or new in case of wizard and cleric) capstones are cool, legacy items are cool, two new prestige classes, lots of class specific abilities(even ninjas :D), magic tricks and item set bonuses are cool too. And there aren't even archetypes in this, but still so much cool stuff on both mechanical and flavor wise!

Its kinda making me feel sad since it really kinda feels like ending for 1e considering amount of cool stuff put into this and how inside cover page tells of some of past PFS events :'D


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2 people marked this as a favorite.
ErisAcolyte-Chaos jester wrote:

I have my book and those traits are very nice.

They are called exemplar traits and you can only hove one of them, but having an exemplar trait allows you to have multiple traits of the same type as the exemplar. The catagories for the exemplar traits are combat, region, magic, faith, and social.

the boosts come for every other 2 you have in the same type. also having an exemplar trait lets you pick the feat for additional traits more than once. however the power of an exemplar trait is not to be taken lightly. since it counts as 2 normal traits when you first pick it. so make sure you can handle it.

A slight correction on this: each of them counts differently. Curator of Mystic Secrets and Traveler of a Hundred Lands scale with every trait of their type, rather than every two.

If your campaign permits drawbacks, this is a way to start benefiting from those scaling benefits immediately. Plus whatever those other traits offer, of course. ^_^

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society, Tales Subscriber; Pathfinder Comics Subscriber
Isabelle Lee wrote:
ErisAcolyte-Chaos jester wrote:

I have my book and those traits are very nice.

They are called exemplar traits and you can only hove one of them, but having an exemplar trait allows you to have multiple traits of the same type as the exemplar. The catagories for the exemplar traits are combat, region, magic, faith, and social.

the boosts come for every other 2 you have in the same type. also having an exemplar trait lets you pick the feat for additional traits more than once. however the power of an exemplar trait is not to be taken lightly. since it counts as 2 normal traits when you first pick it. so make sure you can handle it.

A slight correction on this: each of them counts differently. Curator of Mystic Secrets and Traveler of a Hundred Lands scale with every trait of their type, rather than every two.

If your campaign permits drawbacks, this is a way to start benefiting from those scaling benefits immediately. Plus whatever those other traits offer, of course. ^_^

These are really interesting, will have to dive into them more over the coming days.


2 people marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber
Isabelle Lee wrote:
ErisAcolyte-Chaos jester wrote:

I have my book and those traits are very nice.

They are called exemplar traits and you can only hove one of them, but having an exemplar trait allows you to have multiple traits of the same type as the exemplar. The catagories for the exemplar traits are combat, region, magic, faith, and social.

the boosts come for every other 2 you have in the same type. also having an exemplar trait lets you pick the feat for additional traits more than once. however the power of an exemplar trait is not to be taken lightly. since it counts as 2 normal traits when you first pick it. so make sure you can handle it.

A slight correction on this: each of them counts differently. Curator of Mystic Secrets and Traveler of a Hundred Lands scale with every trait of their type, rather than every two.

If your campaign permits drawbacks, this is a way to start benefiting from those scaling benefits immediately. Plus whatever those other traits offer, of course. ^_^

I see these exemplar traits as almost the opposite of the capstones in terms of their effects. While the capstones are nice rewards to give characters at the very end of a campaign, these exemplar traits look like they provide an excuse to run one more 1st edition campaign from scratch, as I could imagine building characters around these traits from 1st level.


1 person marked this as a favorite.

THanks you for making great stuff paizo team. I really hope one days perhaps pathfinder 2.0 make mythic stuff beyond 10 level but any ways i like it.


Pathfinder Adventure Path, Roleplaying Game Subscriber

What is the Witch Capstone called?
What does the Shaman Hex Mastery grant?
And what does Arch Familiar and Great Beast do?
And more info on Deep Magic please?


Probably a vain hope, but...
Any chance that the wording allows characters that took prestige classes to get capstones?

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society, Tales Subscriber; Pathfinder Comics Subscriber
shaventalz wrote:

Probably a vain hope, but...

Any chance that the wording allows characters that took prestige classes to get capstones?

Aside from the ones like Witch's all the other's function like Archetypes so no, sorry.


2 people marked this as a favorite.
Prince Setehrael wrote:
What is the Witch Capstone called?

The Witch and the Alchemist already get a variable capstone, with grand hexes and grand discoveries, so rather than replace those I simply wrote one new grand hex and one new grand discovery.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society, Tales Subscriber; Pathfinder Comics Subscriber
Mikhail Rekun wrote:
Prince Setehrael wrote:
What is the Witch Capstone called?
The Witch and the Alchemist already get a variable capstone, with grand hexes and grand discoveries, so rather than replace those I simply wrote one new grand hex and one new grand discovery.

I like the Witch one.


3 people marked this as a favorite.

I was very much thinking of Mussorgsky's Night on Bald Mountain when I wrote it.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society, Tales Subscriber; Pathfinder Comics Subscriber
Mikhail Rekun wrote:
I was very much thinking of Mussorgsky's Night on Bald Mountain when I wrote it.

Nice!

Paizo Employee Developer

13 people marked this as a favorite.

As a note, Chronicle of Legends had so much great material that we couldn't fit it all in. Rather than leave it on the cutting room floor forever, I made sure it was available on the blog post for the product. Check it out!


Pathfinder Adventure Path, Roleplaying Game Subscriber

Omg this looks amazing! Can anyone give a brief summary of the prestige classes?


2 people marked this as a favorite.
Pathfinder Campaign Setting, Companion Subscriber
The Painted Oryx wrote:
Omg this looks amazing! Can anyone give a brief summary of the prestige classes?

Spoiler:
Full-spellcasting progression prestige class focused exclusively on occult rituals.

Eldritch Knight, but it's for psychic classes and Kineticist. That's right, Kineticist PrC! It's got half-progression, like Eldritch Knight.

Prince Setehrael wrote:

What is the Witch Capstone called?

What does the Shaman Hex Mastery grant?
And what does Arch Familiar and Great Beast do?
And more info on Deep Magic please?

Spoiler:

- Witch's Dance
- Grants a Grand Hex.
- Improve intelligence and grant SLAs (Free Wish 1/day? Don't mind if I do.) for Arch Familiar. Improve physical stats and wisdom for Great Beast.
- Extra spell known of each level.


Excluding capstones, any options for the Kineticist?


Pathfinder Campaign Setting, Companion Subscriber
Doompatrol wrote:
Excluding capstones, any options for the Kineticist?

Spoiler:
A prestige class.

3 people marked this as a favorite.
Pathfinder Campaign Setting, Companion Subscriber

By the way, just wanted to mention my favorite thing in here from a section not yet covered: the vigilante talents.

Spoiler:
Shapeshifting vigilantes are possible now, regardless of race! There's a social talent to give your two identities different physical forms for your race. Not enough? There's a vigilante talent that gives you physical Disguise Self at-will (with reduced disguise bonuses). It comes with a couple other perks as well. You can follow that on with being able to shapeshift your body into weapons, allowing you to go full Clayface.


3 people marked this as a favorite.

Our campaigns never make it to 20th level, so the capstones aren't of much interest to our group. The exemplar traits are really cool, but I was expecting something that leveled with experience rather than the number of traits of a type a character had...still useful and fun. The prestige class feats are really cool, though I will have to search to find the PRC's they compliment.
I think my favorite part of this book is the Magic Trick feats, though. Weaponizing the Daylight spell is something I have ALWAYS wanted. This gets that started in a big way!
It is all fun stuff, even if I may not use it all so thanks to everyone who contributed as this is a really nice farewell to classic Pathfinder!


@QuidEst
On your favorite thing

Spoiler:
Sounds neat. One thing I have to ask about this: You say the talent gives "physical" Disguise Self and follows with physical changes while the social talent gives different physical forms? Does it change how Disguise Self is illusion based (like 3.5's Changeling did) or will a handshake destroy your disguise?

Scarab Sages

Pathfinder Adventure Path, Companion, Modules, Roleplaying Game, Starfinder Adventure Path Subscriber

For the archmage's vestments, there is both a staff and a shield. If a wizard were to be using the full five piece set he would not be able to cast spells since he would have no hands free.


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber
Raisse wrote:
For the archmage's vestments, there is both a staff and a shield. If a wizard were to be using the full five piece set he would not be able to cast spells since he would have no hands free.

"A light shield's weight lets you carry other items in that hand, although you cannot use weapons with it."

Assuming that you are not trying to use your staff as a weapon, you could hold the staff with the hand of the same arm that is carrying your shield.


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber
deuxhero wrote:

@QuidEst

On your favorite thing
** spoiler omitted **

Spoiler:
Without quoting the full text of each talent, the best way I can think of to describe the talents in question is that the social talent makes you like Captain Marvel/Shazam while the vigilante talent makes you like Reed Richards/Mister Fantastic of the Fantastic Four.

Pathfinder Campaign Setting, Companion Subscriber
deuxhero wrote:

@QuidEst

On your favorite thing
** spoiler omitted **

Spoiler:
It works like Disguise Self without being an illusion. Lots of different forms, change whenever you'd like, and get other perks as well. (This even allows for cool things like playing a native outsider and turning into a medium-sized angel/devil/kyton/rakshasa, due to how Disguise Self Works.)

For the social talent, suppose you're playing a halfling. Your social identity can be a taller heavy-set male halfling who looks like they're from Cheliax, and their vigilante identity can be a shorter medium-built female halfling who looks like they're from Tian Xia. You can't change those two forms, though, and you can't have halfling and gnome. I won't go into how that works mechanically, though, because the book isn't out.


Thanks. The first sentence is what I was looking for.


What does Vast Explosions (Alchemist Grand Discovery) and Proxy (Cleric capstone) do?


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber
Exodur wrote:
What does Vast Explosions (Alchemist Grand Discovery) and Proxy (Cleric capstone) do?

Vast Explosions: Bombs do more damage.

Proxy: Closer connection to deity. I am not sure how to describe this one without totally giving away the mechanics.


Rysky wrote:
Mikhail Rekun wrote:
I was very much thinking of Mussorgsky's Night on Bald Mountain when I wrote it.
Nice!

This scene looks like something that would happen frequently in Ustalav. Although the middle 1/3 looks positively Chelaxian/Infernal . . . .


As much as I want to buy and use this one sine it sounds awesome!

-> I have to say no new books for me until Heroes of Golarion gets corrected and the rather sloppy mistakes are getting their errata. Sad but true. :(

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society, Tales Subscriber; Pathfinder Comics Subscriber

They only do Errata on reprints so...


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber

So far, the only major error I found was in the intro paragraph about exemplar traits. It contradicts itself about how often you can take an exemplar trait. I assume that the clearer sentence that you can only take one such trait is correct and that the other sentence needs to be translated into correct English.


1 person marked this as a favorite.

Not even sure what would get erratad, while a few things arent completely clear, Im pretty sure everything in HoG is functional.

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society, Tales Subscriber; Pathfinder Comics Subscriber
David knott 242 wrote:

So far, the only major error I found was in the intro paragraph about exemplar traits. It contradicts itself about how often you can take an exemplar trait. I assume that the clearer sentence that you can only take one such trait is correct and that the other sentence needs to be translated into correct English.

I wouldn't even say that's an error, I understand it was talking about taking traits of its category type on first read through and didn't think anything of it until brought up just now. I can see people misreading it but that's different than it being an error.


Fourshadow wrote:

...

I think my favorite part of this book is the Magic Trick feats, though. Weaponizing the Daylight spell is something I have ALWAYS wanted. This gets that started in a big way!
...

Any chance we can get a quick rundown on how Magic Trick affects Daylight? I have a cleric of Sarenrae ready for Tyrant's Grasp that would love to know haha.

Silver Crusade

1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society, Tales Subscriber; Pathfinder Comics Subscriber
Orodhen wrote:
Fourshadow wrote:

...

I think my favorite part of this book is the Magic Trick feats, though. Weaponizing the Daylight spell is something I have ALWAYS wanted. This gets that started in a big way!
...
Any chance we can get a quick rundown on how Magic Trick affects Daylight? I have a cleric of Sarenrae ready for Tyrant's Grasp that would love to know haha.

Can beam it through a shield, buff a weapon against undead, use it on a lantern to increase the duration, increase it's intensity vs vampires, pretend to have a halo, or use it with a ranged weapon and have spell be pinned to the target.

There's a lot more to it than that obviously but that's the quick.


Pathfinder Campaign Setting, Companion Subscriber

The two Daylight tricks I liked were getting hour-per-level duration and getting a flash of true sunlight.


Does the universal capstone never stay dead or whatever it was called (sorry just sneaking a reply at work) prevent you from dieing of old age?


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber
Gaulin wrote:
Does the universal capstone never stay dead or whatever it was called (sorry just sneaking a reply at work) prevent you from dieing of old age?

Won't Stay Dead just makes it darned difficult to kill your character, as once a week he can miraculously survive one incident that would otherwise kill him or remove him from play.


What sort of theme and powers does the kineticist prestige class have, also what drawbacks would you say it has?

Would the ritual prestige class be of any benefit to a kineticist?


1 person marked this as a favorite.
Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber

The Esoteric Knight is set up to blend martial (and specifically fighter) feats at odd levels with occult spell progression and mystic combat abilities that are mostly activated by using up occult spell slots at even levels. It is set up so that a Kineticist can substitute wild talent and infusion progression for the occult spell progression and accumulating burn for using up spell slots. The drawbacks to this class are the spell/talent/infusion progression (only at even levels) and the lack of progression for any other features of your original base occult class. It works best for a Fighter who wants to dabble in occult stuff.

The Ritualist prestige class lacks the Kineticist references of the Esoteric Knight and thus is useless to Kineticists.


David knott 242 wrote:

The Esoteric Knight is set up to blend martial (and specifically fighter) feats at odd levels with occult spell progression and mystic combat abilities that are mostly activated by using up occult spell slots at even levels. It is set up so that a Kineticist can substitute wild talent and infusion progression for the occult spell progression and accumulating burn for using up spell slots. The drawbacks to this class are the spell/talent/infusion progression (only at even levels) and the lack of progression for any other features of your original base occult class. It works best for a Fighter who wants to dabble in occult stuff.

The Ritualist prestige class lacks the Kineticist references of the Esoteric Knight and thus is useless to Kineticists.

Thank you


What is the feat designed for Duelists?


Pathfinder Adventure Path, Campaign Setting, Companion, Maps, Modules, Roleplaying Game Subscriber; Starfinder Charter Superscriber
Mimo Tomblebur wrote:
What is the feat designed for Duelists?

Surprising Strategy lets you perform certain combat maneuvers instead of a standard attack as your Riposte.


How many pages does the book have?


BrunoZhy wrote:


How many pages does the book have?

It's part of the Pathfinder Player Companion line, so 32 pages.

Grand Lodge

sunblaze31 wrote:

As much as I want to buy and use this one sine it sounds awesome!

-> I have to say no new books for me until Heroes of Golarion gets corrected and the rather sloppy mistakes are getting their errata. Sad but true. :(

Rysky wrote:
They only do Errata on reprints so...

Chances are any errors in this book and other Players Companions will seek corrections made and posted up on the Campaign Clarifications section of the site.

Grand Lodge

1 person marked this as a favorite.
Luis Loza wrote:
As a note, Chronicle of Legends had so much great material that we couldn't fit it all in. Rather than leave it on the cutting room floor forever, I made sure it was available on the blog post for the product. Check it out!

Totally bookmarked this. It's too bad they couldn't make it into the book, but glad to still have them out in the open.

Can anyone let me in on the cleric capstone, Proxy?

Dark Archive

You get third domain and automatically know whether your deity would approve or disapprove (or be indifferent) to any action you do.


^Getting a third Domain (presumably second Domain for some archetypes) sounds okay as far as it goes, but 20th level sounds awfully late for knowing whether your deity would approve of your actions, since you really needed to figure this out much earlier just to be able to get that far . . . .

Dark Archive

1 person marked this as a favorite.

I mean, that is mostly a flavor to the whole "Proxy of your god" thing. What kind of level 20 clerics needs phylactery of faithfulness anyway? :p


The real question is: can rogues use the Mage Hand Trick Throw Punch to sneak attack? It explicitly says it's a melee attack, but how would it treat flanking?

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