Beware of Legacy of Dragons


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i would rather ask the dm if 3rd party is allowed and take the curse that makes it so you cant take 10


JiCi wrote:

Oh come on now, some of the stuff are great:

- The Dragon mystery and curse are nice. BTW, the curse is probably one of the least troublesome curses in the game.
- The Alchemist, Fighter, Monk, Skald and Witch archetypes are nice.
- Good stuff for wyvarans
- The drake-related stuff is good.
- New familiars and spells are nice.

It does have issues though, like any other booklet:
- The Drake companion... starts as Tiny, meaning that to ride it, you need to be 9th-level if Small or 13th-level if Medium, and no, the drake cannot grow larger via a power.

- The samurai archetype trades the mount for a non-scalable bonus...

While I can't speak for some of the other stuff, the alchemist archetype may be the worst archetype ever written for the class; making it objectively worse than the base class.


Kalindlara wrote:
Lady-J wrote:
JiCi wrote:

BTW, the curse is probably one of the least troublesome curses in the game.

what curse is that?
Covetous. ^_^

Basically, you need to wear expensive items with a total value relative to your level. That's far safer than losing your eyesight, hearing, ability to understand languages, a leg and whatnot...


World's Okayest Fighter wrote:
While I can't speak for some of the other stuff, the alchemist archetype may be the worst archetype ever written for the class; making it objectively worse than the base class.

About time the Alchemist got one of those "so bad I must be missing something" archetypes. Most classes have them by now, and they're better as theorycrafting exercises than those "it's pretty average" archetypes.

Scarab Sages

Kitty Catoblepas wrote:
David knott 242 wrote:

So the need for the Diplomacy/Intimidate check is a GM call for routine battles then. Or would the drake conclude that any risk that its master shares is not a major risk to its life?

Do they at least give you a rule that changes the check to a Move action, or are you stuck talking to your drake for 10 rounds if you want it to participate in a particularly dangerous battle?

It takes a minute to change a creature's attitude. But you wouldn't be trying to do that here... you'd be making a request which is 1+ rounds depending on complexity of the request. And that is only for a really dangerous fight(or something that would cause the fatigued condition like long term running) that the drake would consider particularly risky. Remember, drakes have huge egos. Unfortunately, they are also fairly lazy.


Lorewalker wrote:
Kitty Catoblepas wrote:
David knott 242 wrote:

So the need for the Diplomacy/Intimidate check is a GM call for routine battles then. Or would the drake conclude that any risk that its master shares is not a major risk to its life?

Do they at least give you a rule that changes the check to a Move action, or are you stuck talking to your drake for 10 rounds if you want it to participate in a particularly dangerous battle?
It takes a minute to change a creature's attitude. But you wouldn't be trying to do that here... you'd be making a request which is 1+ rounds depending on complexity of the request. And that is only for a really dangerous fight(or something that would cause the fatigued condition like long term running) that the drake would consider particularly risky. Remember, drakes have huge egos. Unfortunately, they are also fairly lazy.

exploit the ego make it a contest to see who can defeat the enemy the fastest

Silver Crusade

PossibleCabbage wrote:
World's Okayest Fighter wrote:
While I can't speak for some of the other stuff, the alchemist archetype may be the worst archetype ever written for the class; making it objectively worse than the base class.
About time the Alchemist got one of those "so bad I must be missing something" archetypes. Most classes have them by now, and they're better as theorycrafting exercises than those "it's pretty average" archetypes.

About time? In my guide, the following are already red for all three styles of play; which means they are worse than the base class without any discussion:

Blazing Torchbearer
Crypt Breaker
Horniculturalist
Inspired Chemist
Rage Chemist
Plague Bringer

These are only the ones rated as red straight across the board, rather than just red/orange for certain types of alchemist, of which there are even more.

The Alchemist has so many archetypes that they're painfully diluted, although I'm not sure what you mean by theorycrafting exercises; the class locks you into a suboptimal discovery, makes your mutagen worse, and offers nothing of value in place for it.

In fact, the sheer fact that I have to have a 'level requirement' section for archetypes that trade away things before giving anything until up to 7th level is more interesting in design than what's overall a poor mechanical archetype which doesn't even really have that much flavor to it.


Yeah, the worst thing about the alchemist archetype here is that it doesn't even give you anything new. That is to say, there are terrible archetypes that are at least interesting, but not here.

Dragon Chymist is just... your bombs are worse and you get worse versions of three mutagen discoveries even though you pay full price for them.

The only thing you can really say about it is that the writer had some serious nerve to literally replace your second level discovery with a strictly inferior version of a discovery you could already take at second level and then send that to the publisher with a straight face.

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