Pathfinder Player Companion: Chronicle of Legends

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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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Disappointingly Underwhelming

2/5

I was hyped by the preview and description only to be overwhelmingly disappointed in the product. I bought it for the Prestige Class support and new capstones. There is almost no support for the core prestige classes, just two "new" ones that are for classes outside the core book. The capstones are underwhelming. This book seems be half baked ideas, good ideas, that were just not cared for as 2nd Edition is about to come out.


It Will Be Legendary!

5/5

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...

5/5

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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The alternative Capstones of a few classes were a little lackluster, and mathematically the ability score general boost beats a lot of the less flavorful(and more mechanical) boost.

Edit: Naturally, this is just my opinion.

Grand Lodge

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Xenark wrote:

The alternative Capstones of a few classes were a little lackluster, and mathematically the ability score general boost beats a lot of the less flavorful(and more mechanical) boost.

Edit: Naturally, this is just my opinion.

No, I agree. The monk's is almost laughable. Trade out Perfect Self (outsider and DR 10/chaotic) for +2 Dodge bonus to AC and an additional attack when making a flurry of blows. Okay, whatever. But getting up to +8 total to your stats? I've already got players in the party that do everything in their power to have a 36 in their best stat. To now put that up to 44? That's just plain unnecessary.


How do they get a 36 in a stat?


Dragon78 wrote:
How do they get a 36 in a stat?

I would guess they start with a 20.

Stat increases at 4/8/12/16/20 gives them 25.
Book of Inherent Bonus +5 brings that up to 30.
A stat headband/belt finishes them off at 36.

Grand Lodge

shaventalz wrote:
Dragon78 wrote:
How do they get a 36 in a stat?

I would guess they start with a 20.

Stat increases at 4/8/12/16/20 gives them 25.
Book of Inherent Bonus +5 brings that up to 30.
A stat headband/belt finishes them off at 36.

^This. I've seen home games where people are allowed to play orcs and see them try attain a 38 Strength. Just because they can.


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If the stat in question is strength, there are two sorcerer bloodlines (Abyssal and Orc) that can grant an inherent bonus of +6.

A druid or witch with VMC wizard could select the Idealize arcane discovery at 15th level and then cast Threefold Aspect for +8 enhancement bonuses to intelligence and wisdom.


The summon Succubus > profane gift > Flesh to Stone trick gets you another +2. And of course mental stats can get +3 via age.


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

Dear oh dear... LOL

I shouldn't be surprised the old cleric got one final kick in the knackers from Paizo.... heaven forbid it actually gets something interesting and/or useful as a capstone!

If you're a 20th level cleric and you dont know how you should be acting there is something going badly wrong!.....And as for getting a 3rd domain... what possible domain powers are gonna be worth having/using and since you only have 1 domain slot per level, the domain spells wont be much use either! And as always half the time your domain spells are ones that clerics get anyway!

I'll say it one last time.... Paizo just doesn't get the cleric class


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

Dear oh dear... LOL

I shouldn't be surprised the old cleric got one final kick in the knackers from Paizo.... heaven forbid it actually gets something interesting and/or useful as a capstone!

If you're a 20th level cleric and you dont know how you should be acting there is something going badly wrong!.....And as for getting a 3rd domain... what possible domain powers are gonna be worth having/using and since you only have 1 domain slot per level, the domain spells wont be much use either! And as always half the time your domain spells are ones that clerics get anyway!

I'll say it one last time.... Paizo just doesn't get the cleric class

I dunno, dude. Domains are pretty powerful on their own, even without spells. Just ask Inquisitors, who get a domain but don't get domain spells to begin with.

Getting the abilities of a third domain for FREE is a strong ability. Certainly better than not having a capstone at all.


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True. The capstones for Clerics and Wizards are pure bonuses -- they don't have to give up anything for them except for the (new) option of selecting a generic capstone instead.


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This book contains so much goodness.


doc roc wrote:
And as for getting a 3rd domain... what possible domain powers are gonna be worth having/using and since you only have 1 domain slot per level, the domain spells wont be much use either! And as always half the time your domain spells are ones that clerics get anyway!

Reading through the CRB domains, I guess half of them would have at least one useful power for level 20. Become immune to an element, add +10 to d20s, offer allies your save, add holy / axiomatic / anarchic multiple encounters a day etc..

And having a third possible choice for the domain slot doesn't hurt.

Silver Crusade

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SheepishEidolon wrote:
doc roc wrote:
And as for getting a 3rd domain... what possible domain powers are gonna be worth having/using and since you only have 1 domain slot per level, the domain spells wont be much use either! And as always half the time your domain spells are ones that clerics get anyway!

Reading through the CRB domains, I guess half of them would have at least one useful power for level 20. Become immune to an element, add +10 to d20s, offer allies your save, add holy / axiomatic / anarchic multiple encounters a day etc..

And having a third possible choice for the domain slot doesn't hurt.

And then there’s archetypes that remove a Domain as well.


I was surprised that Spiritual Companion didn't require a familiar. It is nice though since not being 4 talents into a tree is nice and Minor Magic+Major Magic are both kinda terrible.


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All The Stars In the Sky is interesting, for a non-capstone thing in the book. Would be nice if non-ninja classes that use shuriken could take it too though.


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The Golux wrote:
All The Stars In the Sky is interesting, for a non-capstone thing in the book. Would be nice if non-ninja classes that use shuriken could take it too though.

The ninja class is in a tricky place. It was the kinda-sorta "fixed" rogue... until the unchained rogue stole its lunch money and pushed it into a locker* in front of the class it had a crush on**. As such, one of my goals for the ninja content was to give them some unique stuff to reinforce both their niche as "mystic" rogue-types and major elements of their thematic brand - including, of course, shuriken.

That said, it's worth noting that any class with access to the full list of rogue master talents can select Master Trick*** (Ultimate Combat 71), which would presumably allow them to select All The Stars In the Sky. Might not be useful for whichever class you have in mind, of course, but maybe it is! ^_^

*But using Dexterity!
**Kineticist, the sassy new exchange student with the air of mystery.
***Niche protection was not the ninja's strongest suit.


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Isabelle Lee wrote:
The Golux wrote:
All The Stars In the Sky is interesting, for a non-capstone thing in the book. Would be nice if non-ninja classes that use shuriken could take it too though.

The ninja class is in a tricky place. It was the kinda-sorta "fixed" rogue... until the unchained rogue stole its lunch money and pushed it into a locker* in front of the class it had a crush on**. As such, one of my goals for the ninja content was to give them some unique stuff to reinforce both their niche as "mystic" rogue-types and major elements of their thematic brand - including, of course, shuriken.

That said, it's worth noting that any class with access to the full list of rogue master talents can select Master Trick*** (Ultimate Combat 71), which would presumably allow them to select All The Stars In the Sky. Might not be useful for whichever class you have in mind, of course, but maybe it is! ^_^

*But using Dexterity!
**Kineticist, the sassy new exchange student with the air of mystery.
***Niche protection was not the ninja's strongest suit.

I totally get that and it's a cool idea, my main thought was actually for Monks who I don't think have a way to get it.


The alternate capstones are probably interesting free bonus powers for character level 21, 22 and 23. Suddenly players would have something unique to pursue, instead of just increasing numbers a bit further. Since each character could take each capstone only once, it wouldn't even hurt much if one capstone looks clearly superior to the others, for the given character.

That said, I'm a bit skeptical about the familiar capstone: 12 spell levels as SLAs? So wish 1/day for free? Might be ok for this level, especially if the campaign is under high time pressure, but at first it looks like a horrible exploit.


Advanced Class Guide, p.245 wrote:
Capstone: Most classes have a capstone ability (i.e. an ability gained at 20th level). In most games, this will be the last ability gained by the character and it should definitely feel like a reward for achieving such lofty heights of power. Feel free to go a bit over the top on this ability. Let it be something that your players long to have.

Do Witches count as having a Capstone? Both Wizards and Witches gain progression in an existing option at Level 20, (Bonus Feat/Grand Hex Feature respectively). Wizards are given a Capstone since this product defines them as not already having one - does this extend to Witches too? In that case, the Witch is the only Class that cannot take any of the 'Other Capstones'.

Chronicle of Legends, p.28 wrote:
A character can select one of the following capstones in place of the capstone provided by her class ... Clerics and Wizards can receive a capstone at 20th level, despite not having one to begin with.
Chronicle of Legends, p.31 wrote:

Grand Hex

Rather than gaining a capstone, a witch can select the following grand hex.

It might be that you can select either a Capstone or this new Grand Hex, or it is simply an additional Grand Hex option to the ones already available since it does not have a Capstone to swap out.

Silver Crusade

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

If it specifies Clerics and Wizards but not Witches then no.

Grand Lodge

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BENSLAYER wrote:
Advanced Class Guide, p.245 wrote:
Capstone: Most classes have a capstone ability (i.e. an ability gained at 20th level). In most games, this will be the last ability gained by the character and it should definitely feel like a reward for achieving such lofty heights of power. Feel free to go a bit over the top on this ability. Let it be something that your players long to have.

Do Witches count as having a Capstone? Both Wizards and Witches gain progression in an existing option at Level 20, (Bonus Feat/Grand Hex Feature respectively). Wizards are given a Capstone since this product defines them as not already having one - does this extend to Witches too? In that case, the Witch is the only Class that cannot take any of the 'Other Capstones'.

Chronicle of Legends, p.28 wrote:
A character can select one of the following capstones in place of the capstone provided by her class ... Clerics and Wizards can receive a capstone at 20th level, despite not having one to begin with.
Chronicle of Legends, p.31 wrote:

Grand Hex

Rather than gaining a capstone, a witch can select the following grand hex.
It might be that you can select either a Capstone or this new Grand Hex, or it is simply an additional Grand Hex option to the ones already available since it does not have a Capstone to swap out.

I bet you they forgot about the witch when they wrote the sentence about the wizard and cleric. They'll likely have to clarify it, but for now the Witch's Dance swap-out for the grand hex seems like it's supposed to be the trade off. Of which, you've shared what it says (ie. "Rather than gaining a capstone, a witch can select the following grand hex.")

Archives of Nethys definitely seems to have some insight though as they've added all the alternate capstones to the witch page.

Grand Lodge

So, quick question. How does this trait work?

"Faith Unshakable and Unassailable (Faith Exemplar): Your dedication to your ideals is stronger than steel. You gain a +2 trait bonus on Will saves against charm, compulsion, and fear effects. For every two other faith traits you have, this bonus increases by 1."

So, um, did I miss something somewhere in an errata that says we're allowed to have more than 1 trait per category? Does this mean a religion and a faith trait? Or does this trait suddenly let me have access to taking a multitude of faith traits with numerous Additional Trait feats?

Silver Crusade

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kevin_video wrote:

So, quick question. How does this trait work?

"Faith Unshakable and Unassailable (Faith Exemplar): Your dedication to your ideals is stronger than steel. You gain a +2 trait bonus on Will saves against charm, compulsion, and fear effects. For every two other faith traits you have, this bonus increases by 1."

So, um, did I miss something somewhere in an errata that says we're allowed to have more than 1 trait per category? Does this mean a religion and a faith trait? Or does this trait suddenly let me have access to taking a multitude of faith traits with numerous Additional Trait feats?

Go read the main section on Exemplar Traits, it explains it.

Basically, they're whole thing is taking more of them.


kevin_video wrote:
BENSLAYER wrote:
Truncated for brevity

I bet you they forgot about the witch when they wrote the sentence about the wizard and cleric. They'll likely have to clarify it, but for now the Witch's Dance swap-out for the grand hex seems like it's supposed to be the trade off. Of which, you've shared what it says (ie. "Rather than gaining a capstone, a witch can select the following grand hex.")

Archives of Nethys definitely seems to have some insight though as they've added all the alternate capstones to the witch page.

I agree, I too read it as the Witch not getting a Capstone by RAW. It is just confusing that, as you state, the (now official) Archives of Nethys added some general Capstones to the Witch Class page, and the back cover states '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'.

Rysky wrote:
If it specifies Clerics and Wizards but not Witches then no.

The sentence that I highlighted could be taken as Clerics/Wizards being the only Classes without Capstones to gain them, or it could be interpreted that they were the only Classes without one. The Sorcerer only has progression in its Bloodline Power Feature, (comparable to the Witch's Grand Hex Feature progression), which suggests that it too does not have a Capstone. Yet it gets an Alternative Capstone without the originally highlighted sentence referring to it, (only Clerics/Wizards). Again, I read it as RAW that the Witch is the only Class not to have a Capstone, yet (as above) there are indications that they ought to be able to take a general Capstone, (in replacement of the Grand Hex at Level 20).

Oh well, hopefully someone involved will see this at some point and clarify.

If it is a clear no then I will accept it; it is the lack of clarity and treating one Class differently to every other Class that niggles at me. >.<


The ability does say that the power granted at level 20 is considered to the be 'capstone,' so in that regard, the 20th-level capstone for the Witch is their Grand Hex.
Personally, I'm just a little sad that Archetype capstones can't be traded, but by the same token, that means that Clerics and Wizards with an archetype that does give them a capstone (like Pact Wizard and Chrnomancer, off the top of my head) both get their Archetype's capstone and all the spells they could ever want, the most dangerous familiar this side of Axis, or all the intelligence.

On another note, the Magic Tricks seem really cool, though I am sad that you can't actually destroy vampires with the trick that says you should be able to (Burst of Sunlight only lasts for 1 round, while vampires aren't destroyed until a minimum of 2 rounds exposed to the sun).

For Fireball, Cluster Fire (Concentrated Fire+Cluster Bomb) is one sweet, sweet combo. Beyond Concentrated Fire already allowing you to bypass the damage dice cap (making it so you can deal 20d6 fire damage in a 10-foot radius with a 3rd level spell at level 20), you can further reduce that to a 5-foot radius to deal 30d6 damage to what basically amounts to a single target.

EDIT:
As a note, it's a good thing that Capstones are suddenly awesome, because otherwise Secret of Magical Discipline would make a 1-level dip in Loremaster basically a must-have for any character that could qualify. Beyond making Spontaneous casters able to have access to niche utility spells, that feat says you can cast any spell. ANY. Want to, as a 17th level wizard, cast Miracle or True Resurrection? Why not? As a sorcerer, do you feel the odd need to cast Instant Enemy? Go for it! Do you, the cleric wish you could cast Dimension Door? Well now you can!

This feat is absurd, awesome, and I love it.


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Since you can't get a capstone before 20th level, I don't think any of the capstones would negate any feat that you could take considerably earlier.

But if a campaign goes all the way to 20th level, players now have a hard decision to make about possibly retraining away a single level dip into another class that has proven useful so far in order to qualify for one of these capstones.


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David knott 242 wrote:
If the stat in question is strength, there are two sorcerer bloodlines (Abyssal and Orc) that can grant an inherent bonus of +6.

And I forgot about a four level dip into Dragon Disciple for an additional +4 to strength.


Over 200 posts but only 2 reviews.


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And neither of those reviews mentioned the exemplar traits.


The monk item set requires 2 body slot magic items, Monk's Robes and Bodywraps of Mighty Strikes, otherwise I really like the idea of magic item sets.


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One way I can think of to make the monk item set work would be to have the Collector's Boon feat be able to disregard slot limits for items in the same set.

Another would be to errata Ultimate Equipment to make the Bodywrap of Mighty Strikes a chest slot item, but that could have unexpected rippling effects elsewhere.


I'd like to know why the weapon in "Aroden's Array" isn't something that matches Aroden's favored weapon. Or, for that matter, why someone campaigning against Tar-Baphon would wear a belt that utilized friendly spirits.

Dαedαlus wrote:
On another note, the Magic Tricks seem really cool, though I am sad that you can't actually destroy vampires with the trick that says you should be able to (Burst of Sunlight only lasts for 1 round, while vampires aren't destroyed until a minimum of 2 rounds exposed to the sun).

I saw that myself. Not sure if it's a bug or whether you're supposed to burn two spells to dust the vampires.

Dαedαlus wrote:

As a note, it's a good thing that Capstones are suddenly awesome, because otherwise Secret of Magical Discipline would make a 1-level dip in Loremaster basically a must-have for any character that could qualify. Beyond making Spontaneous casters able to have access to niche utility spells, that feat says you can cast any spell. ANY. Want to, as a 17th level wizard, cast Miracle or True Resurrection? Why not? As a sorcerer, do you feel the odd need to cast Instant Enemy? Go for it! Do you, the cleric wish you could cast Dimension Door? Well now you can!

This feat is absurd, awesome, and I love it.

I really hope they meant to add "on your spell list" to that.

Even if they didn't, though, Loremaster is expensive to get into. I guess Wizard 10 could get in fairly easily... assuming he doesn't want any arcane discoveries and didn't give up Scribe Scroll. But three metamagic/item creation PLUS another feat? I know part of it is because PFS, but my knowledge-obsessed wizard can't justify the class (and can't even get to it until level 18 without retraining.) So maybe the "you can cast anything" was an intended feature to give the class a reason to exist?


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For the Secret of Magical Discipline feat, it is significant that it does not say that you can cast the spell as though it were on your spell list, so using that feat to get spells from another class would seemingly be disallowed by the FAQ on that subject. Still, if you have several levels in a class with a big spell list, that feat would remain worthwhile.


I mean, half-elves can qualify for Loremaster without too much difficulty, if they plan for it, as can humans. Metamagic itself is versatile enough that most casters will have three of them by some point in their career (it's a prerequisite for Spell Perfection, after all, and that isn't considered insanely hard to qualify for), and, as mentioned, if you're a half-elf it's almost free already, but otherwise it's just a single feat that you weren't planning on taking already, and that can be made up by taking an extra feat as your first Secret (if you're a wizard, you should have a +6 INT by then)

Personally, I love it. It makes the prestige class actually worth looking at, even if for just a 1-level dip, and allows for some really cool uses, and actually makes Loremaster live up to its name, making it an almost-theurge for those interested in that route. Yes, it takes a bit of investment, but the payoff is fantastic. Best of all, it presents an actual choice for character creation, rather than just an automatic "take x," which in my mind is always a win. While they almost certainly meant for it to only apply to your own spell list, I think it's much, much better as it is.

Regarding the FAQ (which I'm personally not a fan of to begin with, but whatever), the feat doesn't add the spell to your spells known. It just lets you cast it. It's the same way Wish lets you cast any spell, even if you don't know it, so that should bypass the FAQ.


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Dαedαlus wrote:
Regarding the FAQ (which I'm personally not a fan of to begin with, but whatever), the feat doesn't add the spell to your spells known. It just lets you cast it. It's the same way Wish lets you cast any spell, even if you don't know it, so that should bypass the FAQ.

The difference is that the Wish spell makes specific reference to sorcerer/wizard spells and to non-sorcerer wizard spells, so you have explicit permission to use Wish to cast a non-sorcerer/wizard spell of up to a specified level.


Well, in any case, the FAQ in question (unless there's another one that I've never heard about) only applies to spells known, not casting spells, so I don't think it applies at all here to begin with? The Wish thing was just an initial thought for a good example.

Paizo Employee Organized Play Developer

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shaventalz wrote:
I'd like to know why the weapon in "Aroden's Array" isn't something that matches Aroden's favored weapon.

Because a holy avenger made the set far too restrictive and none of the other longswords in Ultimate Equipment fit the set's theme and needs as well. (It's also technically General Arnisant's array; Aroden never wore it, but everyone started calling it Aroden's Array because the Shield of Aroden used to be a part of it. )

Quote:


Or, for that matter, why someone campaigning against Tar-Baphon would wear a belt that utilized friendly spirits.

It's a belt of fallen heroes. There is probably no one on Golarion responsible for creating more fallen heroes than Tar Baphon, and there are certainly quite a few of said fallen heroes who'd love to give an aspiring hero some advice on how to help them get justice against the Whispering Tyrant (especially if that jerk currently has their bodies zombified and guarding an undead-infested dungeon entrance somewhere.)

Paizo Employee Developer

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Noxxos wrote:
The monk item set requires 2 body slot magic items, Monk's Robes and Bodywraps of Mighty Strikes, otherwise I really like the idea of magic item sets.

Totally a mistake on my part but I have a clarification!

Characters with the Collector's Boon feat can wear multiple items in the same slot if all of the items are from the same equipment set. For example, a character could wear both the bodywrap of mighty strikes and a monk's robe in his body slot when wearing Irori's Meditation.

Technically, that only applies to Irori's Meditation for now, but GMs who wanted to create their own equipment sets might find it more liberating to allow doubling up with items here and there where it makes sense or really fits the theme.

Silver Crusade

Pathfinder Companion, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber
Luis Loza wrote:
Noxxos wrote:
The monk item set requires 2 body slot magic items, Monk's Robes and Bodywraps of Mighty Strikes, otherwise I really like the idea of magic item sets.

Totally a mistake on my part but I have a clarification!

Characters with the Collector's Boon feat can wear multiple items in the same slot if all of the items are from the same equipment set. For example, a character could wear both the bodywrap of mighty strikes and a monk's robe in his body slot when wearing Irori's Meditation.

Technically, that only applies to Irori's Meditation for now, but GMs who wanted to create their own equipment sets might find it more liberating to allow doubling up with items here and there where it makes sense or really fits the theme.

I really like that set, but I won't ever use it, due to it needing the Necklace of Ki Serenity, that uses the same slot as the amulet of mighty fists.


While we're getting very helpful clarifications, does the Esoteric Knight (which has some issues with its AoN entry) progress kinetic blasts at even levels?

I think it should increase damage dice for simple and (if you have access to them) composite blasts, as it increases CL for casters, but I want to be sure, since it's a great prestige class.


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Artificial 20 wrote:

While we're getting very helpful clarifications, does the Esoteric Knight (which has some issues with its AoN entry) progress kinetic blasts at even levels?

I think it should increase damage dice for simple and (if you have access to them) composite blasts, as it increases CL for casters, but I want to be sure, since it's a great prestige class.

That entry and the corresponding entry both have accurate text in the "Spells per Day" section. So, for example, if you are Kineticist 7/Esoteric Knight 10, you would have blasts, wild talents, and infusions as though you were a 12th level Kineticist (since you gain the "Spells per Day" feature at the even prestige class levels).


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Franz Lunzer wrote:
Luis Loza wrote:
Noxxos wrote:
The monk item set requires 2 body slot magic items, Monk's Robes and Bodywraps of Mighty Strikes, otherwise I really like the idea of magic item sets.

Totally a mistake on my part but I have a clarification!

Characters with the Collector's Boon feat can wear multiple items in the same slot if all of the items are from the same equipment set. For example, a character could wear both the bodywrap of mighty strikes and a monk's robe in his body slot when wearing Irori's Meditation.

Technically, that only applies to Irori's Meditation for now, but GMs who wanted to create their own equipment sets might find it more liberating to allow doubling up with items here and there where it makes sense or really fits the theme.

I really like that set, but I won't ever use it, due to it needing the Necklace of Ki Serenity, that uses the same slot as the amulet of mighty fists.

Your unarmed builds are outdated - the Martial Arts Handbook came out with a set of handwraps that allow you to just enchant your unarmed strikes like any other weapon.

Silver Crusade

Pathfinder Companion, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Charter Superscriber
Arachnofiend wrote:
Your unarmed builds are outdated - the Martial Arts Handbook came out with a set of handwraps that allow you to just enchant your unarmed strikes like any other weapon.

Which explicitly do not work with "flying kick" and other special attacks that require you to not use your hands.


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Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Franz Lunzer wrote:
Arachnofiend wrote:
Your unarmed builds are outdated - the Martial Arts Handbook came out with a set of handwraps that allow you to just enchant your unarmed strikes like any other weapon.
Which explicitly do not work with "flying kick" and other special attacks that require you to not use your hands.

But the Bodywrap of Mighty Strikes is explicitly part of the item set anyway, so the assumed combination would most likely be the bodywrap and handwraps, with one maxed out and the other left at a lower bonus.


Magic Trick for Prestidigitation (Thaumaturgic Aesthetics) lists Deceptive as a prerequisite. This doesn't appear to be a thing. What's the correct requirement? It doesn't have any reference to a book or page so I'd assume it's a core feat. I'd guess Deceitful since that's the nearest name in core that makes sense (can't be disruptive) and it's also used for Conceal Spell.

Grand Lodge Contributor

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deuxhero wrote:
Magic Trick for Prestidigitation (Thaumaturgic Aesthetics) lists Deceptive as a prerequisite. This doesn't appear to be a thing. What's the correct requirement? It doesn't have any reference to a book or page so I'd assume it's a core feat. I'd guess Deceitful since that's the nearest name in core that makes sense (can't be disruptive) and it's also used for Conceal Spell.

............Oh.

Yup! You guessed it! It's supposed to be Deceitful!

To be perfectly honest, I'm so thrilled with PF2 and how Deception is a skill instead of Bluff & Disguise, that I had that word in my head. I'm guessing the developers did too. Welp. Time for official errata!

But yes, as the author of that section, replace any mention of the "Deceptive" feat with "Deceitful."


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Magic Trick (Prestidigitation) is great -- well done, Vanessa. I actually wrote a whole post on it, which can be found over here.

On the minus side, the Secret of Magical Discipline feat is pretty painfully abusable. Dip one level of Loremaster, then just take this feat two or three times. Boom -- now you're basically a spontaneous caster with access to ALL the spells on ALL the spell lists.

Doug M.

Grand Lodge

Douglas Muir 406 wrote:

On the minus side, the Secret of Magical Discipline feat is pretty painfully abusable. Dip one level of Loremaster, then just take this feat two or three times. Boom -- now you're basically a spontaneous caster with access to ALL the spells on ALL the spell lists.

Doug M.

I’d have to disagree. It’s a 1/day SLA that still uses your resources, and no matter what the spell, it’s a minimum of a full round. Taking it three times just makes it 3/day. Honestly, that’s a waste of three feats. And you still need to have access to that level of spell. Personally I’d take it for faerie fire and/or rusting grasp. Not sure it’s quite worth the feats though.


kevin_video wrote:
I’d have to disagree. It’s a 1/day SLA that still uses your resources, and no matter what the spell, it’s a minimum of a full round. Taking it three times just makes it 3/day. Honestly, that’s a waste of three feats. And you still need to have access to that level of spell.

The Spell Sage archetype sacrifices Arcane Bond and specialization to get a version of this power, and it's a fair and balanced trade. This lets you gain the Spell Sage's signature power for a single feat slot. Google up my Guide to the Spell Sage for an idea of just how abusable this can become.

Basically it turns you into an incredibly obnoxious super-utility caster with a spell for EVERY POSSIBLE OCCASION. Trust me -- if I played a mid- or high-level arcane caster with this spell IYC, with this feat taken a couple of times, you would soon come to hate me a lot.

Additionally, you can now do weird combinations that are normally impossible, like Contingency + Breath of Life, or Glyph of Warding + Fireball. Oh, and almost as an afterthought, you can now craft any magic item in the book no matter how obscure the spell required.

If this wasn't in their very-last-ever 1e Players' Companion, it would probably already have been Crane Styled by now. As it is, shrug.

Doug M.


Douglas Muir 406 wrote:


The Spell Sage archetype sacrifices Arcane Bond and specialization to get a version of this power, and it's a fair and balanced trade. This lets you gain the Spell Sage's signature power for a single feat slot. Google up my Guide to the Spell Sage for an idea of just how abusable this can become.

Basically it turns you into an incredibly obnoxious super-utility caster with a spell for EVERY POSSIBLE OCCASION. Trust me -- if I played a mid- or high-level arcane caster with this spell IYC, with this feat taken a couple of times, you would soon come to hate me a lot.

...<snip>

Doug M.

While I get that different groups have their own playing style, why would one play in a way to make one obnoxious &/or hated by the rest of their group?

??
<sigh>

Not really worth a "carry on" I guess, but if that's how you play ... ok. <shrug>

--C.

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