Hello adventurers! Today we’re taking a peek between the covers of Pathfinder Player Companion: Chronicle of Legends! This delightful softcover book from Paizo Inc. is packed with new character options for all character classes, themed as though they were based on legends plucked from the Pathfinder Chronicles. It contains character traits and magic items that could become more powerful over time, new talents, spells, and feats, two new prestige classes, new capstone abilities for nearly all of the classes, and more. In addition, Chronicle of Legends is the final Pathfinder Player Companion being released for Pathfinder First Edition –– a fact both sad and exciting!
Pathfinder Player Companion: Chronicle of Legends is a soft cover book that is 32 pages in length. As a book in the Player Companion line, it’s aimed at players, which means that you won’t find a ton of world lore or secrets inside. Instead you’ll find character options –– things like feats, traits, spells, and more. Chronicle of Legends was developed by Eleanor Ferron and Luis Loza. Contributing authors include Calder CaDavid, Vanessa Hoskins, Mike Kimmel, Isabelle Lee, Matt Morris, Mikhail Rekun, and Michael Sayre. The cover features dynamic art by David Alvarez which depicts Oloch (the iconic warpriest), Quinn (the iconic inquisitor), Shardra (the iconic shaman), and Kolo (Shardra’s tuatara familiar), all combatting a stone colossus. Interior artists include Nathanael James, Michele Giorgi, Alyssa McCarthy, and Beatrice Pelagatti.
The front inside cover features some fun references to past seasons of the Pathfinder Society, as well as it’s future. After this is the table of contents, the rules index, and the introduction, which contains five new exemplar traits, as well as a heroic figure that represents each of them. Exemplar traits are stronger than regular traits and are each tied to a single category of traits (combat, faith, magic, regional, or social). Each allows you to take more traits from their linked category, and gets stronger for each one. I rather liked the exemplar traits, particularly ‘Faith Unshakeable and Unassailable’, which grants you a bonus on Will saves against charms, compulsions, and fear effects, and ‘Traveler of a Hundred Lands’ which allows you to select extra skills as class skills.
Moving on from the introduction we come to our first chapter: Chronicles of Heroes! This section contains four pages of new character options. It starts with four new banners usable by cavaliers and samurai (I particularly like the ‘knave standard’ which can help out your shifty companions). There’s three new gunslinger deeds (check out ‘thundering shot’!) and four new swashbuckler deeds (check out ‘hilt hammer’ and ‘dodging dance’). After this there are six new ninja tricks which are all really cool. My kids adore ‘spiritual companion’ which can allow your ninja to get an improved familiar from a short list of very interesting options. ‘All the stars in the sky’ will be a great choice for shuriken users, but it’s ‘false face’ that turned out to be my favourite. This little gem allows you to change shape as long as you have some ki. Finally, there’s some talents in this chapter: five for slayers and seven for vigilantes. My favourite was definitely ‘leap and bound,’ a vigilante talent that lets you pull off some fun mid-air attacks and tricks.
Up next? Chronicles of Prestige! This section contains fourteen feats for characters who have levels in a prestige class from the Pathfinder Core Rulebook. They’re all useful and sure to enhance the classes they’re intended for. Following this is two new prestige classes: esoteric knight and ritualist. Esoteric knight is similar to eldritch knight, but for kineticists and psychic spellcasters. Ritualist is accessible to spellcasters of all kinds, and makes it’s user incredibly proficient at performing rituals. Definitely a niche prestige class, but a ton of fun if you’re interested in rituals.
Chronicles of Magic is two pages of new spells and a ritual. There are four new spells –– realm retribution, rival’s ward, greater song of discord, and uncanny reminder. All are high level spells, clocking in at level 6, 8, and 9 depending on the spell and spellcasting class. But, it’s the ritual, egoist’s militia, that turned out to be my favourite. Definitely give it a read if you’ve got the chance.
The next section –– Chronicles of Expertise –– is my husband’s favourite part of this book. These four pages are all about magic tricks! Like equipment tricks, magic tricks allow PCs to get some extra utility out of their abilities. In this case, magic spells. Each spell has five or six special ways you can use it –– presuming you have the feat ‘magic trick’ for the appropriate spell and the necessary skills or feats. The spells that have magic tricks are daylight, fireball, mage hand, obscuring mist, prestidigitation, shield, and unseen servant. Although they’re all really cool, my favourites are the tricks for mage hand and shield.
The nest two sections –– Chronicles of Legacy and Chronicles of Collection –– are all about magical gear. Chronicles of Legacy showcases nine new legacy items, which are unique magical items that grow in power and gain new abilities as their bearers level up or accomplish goals. Although they’re intended to be given out by GMs, not purchased, they do have rules for pricing legacy items included in a sidebar. I enjoyed a lot of these items, but the bracers of antiquity and trailblazer’s boots turned out to be my favourites. Chronicles of Collection presents two feats –– collector’s boon and improved collector’s boon –– that allow PCs to make use of magical equipment sets. Equipment sets are a collection of magical items that, when worn together, become more powerful and unlock new abilities. There are eight equipment sets in this book, each focused on a different theme and featuring magical items already released in other books. For example, the Archmage’s Vestments is great for spellcasters and consists of greater caster’s shield, magician’s hat, ring of counterspells, robe of the archmagi, and staff of power. PCs can only make use of one equipment set at a time. The other equipment sets are Aroden’s Array, Beastmaster’s Will, Besmara’s Bounty, Dread Demoniac Armor, Irori’s Meditation, Pharasma’s Command, and Urgathoa’s Gluttony. Each is powerful in it’s own way, but they are very niche, so not all characters will want to attempt to make use of them. My personal favourite? Beastmaster’s Will, although I admit it’s far from the most powerful option. Haha.
Which brings us to my favourite part of the book: Chronicles of Paragons! I love options. You know what else I love? Reaching 20th level and getting an awesome ability! But, what’s better than achieving your capstone powers? Having a choice of capstone power. This chapter presents an alternative capstone ability for nearly every base class in Pathfinder First Edition. Alchemists and witches instead have a new grand discovery and grand hex to add to their options. In addition, there’s a dozen other capstones, which can be taken by any character that meets the prerequisites. Examples of this include arch-familiar, which grants your familiar higher intelligence and a selection of spell-like abilities of your choice; deep magics, which grants spellcasters an array of new spells known; or old dog, new tricks, which grants you a quartet of new combat feats. I really enjoyed all the universal capstone abilities. That’s not to say I didn’t like the class-specific capstone abilities –– because I did! –– but it’s the universal ones that caught my interest most, particularly for their versatility and universal appeal. So what were my favourite class-specific capstones? Tough, tough, tough call! Probably ‘proxy,’ the cleric capstone which grants you an additional domain and all of its benefits, and ‘huntmaster,’ the hunter capstone which grants you a second animal companion.
And that’s it! The end of Pathfinder Player Companion: Chronicle of Legends! This book is packed full of cool new character options for all classes that are memorable and unique. Theres literally something for everyone in this book –– quite a few somethings! –– and I would honestly be shocked if someone found this book not worth the investment. I absolutely adored it, and am pleased to see that the Pathfinder Player Companion line went out with a bang.
…But wait! There’s more! Last month on Paizo’s blog Luis Loza shared two extra character options written for Chronicle of Legends that they couldn’t fit into the book. Two archetypes for prestige classes! ‘Deadeye devotee’ is an arcane archer prestige archetype that allows divine worshippers of Erastil to enter the prestige class and gain some unique new abilities, while ‘thought thief’ is an arcane trickster prestige archetype for psychic spellcasters. Both prestige archetypes are available on Paizo’s blogfor free. Thanks, Luis!
Thanks for checking out d20diaries! I hope that taking a peek at what’s inside this Player’s Companion helped you decide if this is the right book for you. There’s plenty of great books out there (and I know I’m not the only one who can’t afford them all!).
Today on d20 Diaries we’re taking a look at one of the wonderful new products that came out just last month: Pathfinder Player Companion: Blood of the Ancients. We recently picked it up for my husband as a Father’s Day gift, and we couldn’t be happier! Curious what’s inside? Take a peek!
Blood of the Ancients is a thin softcover book that is 32 pages long. As with every book from the Pathfinder Player Companion line, it’s aimed at players. You won’t find secrets and hidden lore in this baby. You’ll find player options. Lots of them. This includes archetypes, feats, traits, spells and gear, as well as other class options like bloodlines, discoveries and so on. And flavour! Plenty of flavour!
So what is Blood of the Ancients, anyway? In short: character options that are tied to the ancient civilization of Golarion. Which ones? A lot! Azlant, Celwynvian, Jistka Imperium, Lirgen, Lung Wa, Ninshabur, Osirion, Sarkoris, Shory, Tar Taargadth, Tekritanin League, Thassilon and Yamasa. See? A lot! Let’s start at the beginning, shall we?
The cover showcases the iconic oracle, Alahazra, and the iconic investigator, Quinn, battling caryatid columns, in some awesome artwork by Setiawan Lie. The inside cover features a map of the Inner Sea with the dates and locations of some of the ancient civilizations mentioned in this book. I say ‘some’ because they’re not all here. Thassilon, Sarkoris, and Tekritanin are not featured on the map but are mentioned in this book. The rest are present, although Lirgen and Yamasa are included as one unit based on their location.
Past the map we come to the introduction. Here you’ll find a rundown of some of the ancient civilizations of Golarion, as well as which books you’ll need to read for further information. This is SUPER handy. I love it. There’s also a handy rules index to help you navigate this book easily.
After this we come to the first character options: the vestige bloodline, which is available for both sorcerers and bloodragers. These are very flavourful, adaptable bloodlines, capable of showing descent from any ancient civilization. Both are pretty cool, but I think I like the bloodrager better. Their final ability allows them to summon a ghostly army from the past. How cool is that? Pretty hard to top.
The next two pages are dedicated to a single feat: ‘ancient tradition.’ This allows people who are so dedicated to embodying their ancient civilization of choice to perform a ritual in order to gain a benefit. At later levels, this also unlocks spell-like abilities that you can use. That’s right, it’s ‘deific obedience‘ for an ancient civilization. Historians rejoice! Now, it should be noted that not every civilization touched on in this book has an entry for this feat. Those that do are Azlant, Jistka Imperium, Lung Wa, Ninshabur, Osirion, Sarkoris, Shory, Tar Targaadth and Thassilon. For those of you trying to figure it out, those not included are Celwynvian, Lirgen, Tekritanin and Yamasa. I particularly enjoyed the Azlant, Lung Wa, and Shory options.
The first ancient civilization focused on is the ‘Abendego Gulf,’ which is more correctly a region home to two different but intertwined cultures: Lirgen and Yamasa. Both cultures heavily relied on divinations drawn from the movements of celestial bodies. That means astronomy, astrology, and portents were all very important to them. This section offers three new feats all based around astrology, two traits (one each for Lirgen and Yamasa), and three archetypes. The feats were interesting, but quite niche. The traits were both really useful but, as they’re regional traits only available to descendants of Lirgen or Yamasa, they’re not going to see a ton of play. Still, I suggest checking out ‘naturalist’ for survivors, and ‘stargazer’ for intellectuals. ‘Chart caster’ is a mesmerist archetype which lets you enigmatically read your ally’s future with the aid of star charts. It looks quite fun. The ‘lawspeaker’ archetype for clerics lets you sacrifice channel energy uses in order to cast some pretty nifty spells which let you… get to the heart of any matter. And lastly, ‘hinyasi’ is a brawler archetype which revolves around the use of improvised weapons. This one turned out to be my favourite, so I highly recommend you give it a read! For more information on the nations of Lirgen and Yamasa, check out Pathfinder Campaign Setting: Lost Kingdoms.
Next up? Azlant. This two-page section offers up one archetype: ‘ioun kineticist,’ which is… exactly what it sounds like. Unleash the power of these classic floating gems upon your enemies as an aether kineticist! I loved it! Haha. Seriously. ‘Gem magic’ of all kinds fascinated me as a kid, so I’m thrilled to see something new on that theme. After this there are five faith traits focused on the deities of Ancient Azlant. They were all really cool. I particularly enjoyed ‘fruits of your labor (Jaidi)‘, and ‘planar wayfarer (Onos).‘ For further details on the gods of Azlant you’ll need to pick up Pathfinder Adventure Path 123: The Flooded Cathedral (Ruins of Azlant Book 3 of 6). For further details on Azlant you can check out Pathfinder Campaign Setting: Inner Sea World Guide and the rest of the Ruins of Azlant Adventure Path (which begins with Book One: The Lost Outpost).
The next section is two pages dedicated to the ways of ancient elves. More specifically, these character options focus on protecting, helping, and sheltering others. The first option is the ‘arcane warden‘ archetype for wizards, which is both awesome and understated. Arcane wardens must be universalists. They have a very useful selection of skills and bonus feat to choose from which is different than your standard wizard, and some nifty unique abilities that replace the standard universalist options. I really recommend giving this archetype a read, and then coming back to it a few minutes later to read it again. I think I would really enjoy making one. After the archetype there are three new spells: ashen path, brightest night, and shared training. Although ashen path is arguably the most useful of these spells, I enjoyed shared training the most. It can allow spellcasters to make good use of teamwork feats, which is certainly quirky. For more information on the way of life for ancient elves, check out Adventure Path 15: The Armageddon Echo (Second Darkness Book 3 of 6).
Leaving the elves behind, we come to four pages on the Jistka Imperium. This treasure trove features a whopping four archetypes, two magical items, two spells and two traits. My favourite options in this section were definitely the ‘antiquarian’ investigator archetype, which replaces their formula book with a collection of religious trinkets, and the ‘Jistkan artificer’ magus archetype which lets you have an awesome golem arm. Yeah! I’m definitely going to play this! As soon as I can think of a wicked character concept that is not a Fullmetal Alchemist rip off…
It’s going to be a blast.
There’s also the ‘Jistkan magistrate‘ archetype for warpriests, and the ‘Poleiheira adherent‘ archetype for wizards. Items include the ‘golem gauntlet‘ and the ‘tablet of arustun,‘ spells include ‘skim’ and ‘summon ship.’ Both of the traits were very cool, but my favourite turned out to be ‘magical aptitude,’ which is a magic trait. For more information of the Jistka Imperium, check out Pathfinder Campaign Setting: Lost Kingdoms.
Up next is Imperial Lung Wa, which also has four pages dedicated to it. Contained within are three archetypes, five feats, three magical items, and three traits. My favourite of the archetypes was the ‘ironbound sword‘ for samurai, which focuses on non-lethal combat. There is also the ‘jinyiwei’ for investigators, which is centred around the divinely guided search for corruption; and the ‘imperial agent’ vigilante archetype. I had a really hard time narrowing down the five feats to only one favourite, so instead, I recommend checking out all three of my top picks which are centred around mundane healing: ‘acupuncture specialist,’ ‘incredible healer,’ and ‘pathologist.’ Read them! The magical items were interesting, but two of them were quite pricey. For traits, be sure to check out the social trait ‘excellent penmanship.’ For more information on Lung Wa, check out Pathfinder Campaign Setting: Dragon Empires Gazetteer.
We return to the Inner Sea with a two-page entry on Ninshabur, a nation known for battling the Spawn of Ravagug. Yeah. Wouldn’t have wanted to mess with those guys… This entry offers us a new legendary marshal spirit for mediums to make use of. It also has two new rituals, ‘spiritual investment‘ for combatting the incorporeal, and the incredibly powerful ‘seal.’ But, my favourite part of the entry was the slayer archetype, ‘spawn slayer.’ These daring fellows specialize in combats waged against one, big, powerful enemy. Badass. For more information on Ninshabur check out Pathfinder Campaign Setting: Mythic Realms.
Up next is the Shory. This is one of my favourite ancient civilizations from Golarion. Considering they’re a nation who lived in flying cities, who can blame me? But, that also means I have pretty high expectations. I want to be blown away! (Pun intended). To start with, it features my favourite art in the book. Go ahead and check out that windblown mage! She looks rocking!
The Shory section features three fun archetypes, only one of which is a spellcaster, which is a nice surprise. ‘Aeromancer’ is an arcanist archetype that focuses not only on air magic, but also on cold, electricity and sonic spells. In addition to being able to increase the effectiveness of such spells, they also learn two snazzy arcanist exploits, one of which allows you to use air walk and wind wall on yourself, and the other which lets you make cones of hurricane force winds. I think I’d enjoy this one! ‘Aerochemist’ is an short alchemist archetype whose mutagen can make them buoyant (and at higher levels can make them fly, or walk on air) and who specialize in attacking from above. Lastly, we have a fighter archetype called the ‘aerial assaulter‘ who focuses on attacking from higher ground. This is particularly effective for characters capable of flight. Coupled with the four new aerial feats in this section, you could have a lot of fun with this archetype. Of those feats, ‘turbulent takeoff‘ and ‘aerial roll‘ turned out to be my favourites. There’s also three spells in this section (check out ‘symbol of storms‘), and four traits. Spellcasters should take a peek at the magic trait ‘aeromantic affinity‘, while those interested in flight should give the combat trait ‘natural flier‘ a read. For more information on the Shory civilization, check out Pathfinder Adventure Path 83: The Slave Trenches of Hakotep (Mummy’s Mask Book 5 of 6).
From the lofty heights of the skies, we head down to the ground, with two pages on Tar Taargadth. These dwarves come bearing a new fighting style called ‘Skyseeker’ which focuses on defeating opponents bigger than yourself. There’s also three new magical items, two traits and a bard archetype. For items, definitely check out the ‘figurine of the wondrous forge‘ which is a must have for any mobile smiths. Very cool! As for traits, both are awesome, but I’d recommend ‘Tar Taargadth trained.’ ‘Dwarven scholar‘ is an interesting combat-focused bard archetype that gains some extra proficiencies, bonus combat feats, and can grant your combat feats to your allies. Plus? It runs off of Wisdom instead of Charisma. Very cool! Fort more information on Tar Taargadth check out the Pathfinder Campaign Setting: Inner Sea World Guide.
The last two pages in the book offer us a few more character options, from three different cultures. Ancient Osirion gives us two new paladin codes, one for followers of Osiris, and one for followers of Wadjet. For more information on Ancient Osirion be sure to read Pathfinder Campaign Setting: Osirion, Legacy of Pharoahs. Sarkoris provides us with three new bardic performances that focus around the telling of epic tales! I’d recommend ‘The Tragedy of False Hope‘ which renders your opponents flat footed. For more information on Sarkoris, pick up Pathfinder Campaign Settings: Lost Kingdoms. Lastly, The Tekritanin League gives us one final archetype: ‘Tekritanin Arbiter’ is an investigator archetype which makes you an expert in the use of language and diplomacy. For more information on the Tekritanin League, check out the Pathfinder Campaign Setting: Inner Sea World Guide.
And that’s it. We’ve reached the end of Pathfinder Player Companion: Blood of the Ancients. Hopefully, this article has helped you decide if this is a book you want to invest in. I know we’re happy with it. In the end, my favourite options turned out to be the ‘ioun kineticist,’ ‘arcane warden,’ and ‘Jistkan artificer’ archetypes, the healing feats from Lung Wa, and the flying feats from Shory.
Already have a copy of this book? Let us know your favourites! We’d love to hear from you.
Hello, hello! Welcome! Today we’re going to take a look at one of my favourite soft cover releases of the past year: Pathfinder Player Companion: Legacy of the First World! If you’ve been reading the blog for a while, you’ll know that my daughter is already using some of the awesome character options found inside this little gem, with her Pathfinder Society character, Lady Naysha. Admittedly, I’m super jealous.
The front inside cover features brief information on all nine of the Eldest: gods of the First World who are often worshipped by fey and fey-blooded or fey-touched humanoids. Each entry includes their name, title, holy symbol, alignment, domains, favoured weapons, and the pages where related information and character options can be found. Curious who the Eldest are? Fear not! We’ll get into that later!
After this we’ve got the table of contents, the rules index, and the introduction. Here we find five new regional traits, each themed around places on the material plane where fey are common. Curious which locations? The Darkmoon Wood, Grungir Forest, Irrisen, Uringen, and a caravan known as the Witchmarket. ‘Fey Mediator (Grungir Forest)’ is a solid trait, but I think that ‘Voices of Solid Things (Witchmarket)’ turned out to be my favourite! This allows you to select either Appraise, Craft, Disable Device, or Spellcraft. In addition to making that a class skill, you can apply your Charisma modifier on those checks instead of Intelligence/Dexterity. Neat!
Moving on from the introduction we come to a pair of pages entitled ‘Fey Origins’ that deal with characters who have a touch of the fey in their bloodlines. Each of the core races has ideas for how fey-touched members of that race might look or act, and an alternate racial trait. After this there are three story feats which can be taken by any race. Although the human, half-orc, and half-elf alternate racial traits are very cool, its the one for elves that turned out to be my favourite. ‘Fey-sighted’ grants your elf detect magic as a constant ability, and replaces ‘elven magic.’ So cool! As for story feats? Check out ‘Fascinated by the Mundane’ for a really fun character concept!
Wait! That can’t be all that gnomes get in this book? Is it? Just a trait? Nope! It’s not. The next few pages focus on two races intrinsically tied to the First World: gnomes and gathlain. Up first? Gnomes! First up, rules for playing a bleaching, followed by two feats that can be taken by bleachlings. Finally! Past that we come to a quirky alchemist archetype called the ‘First World Innovator’ which lets you mix a bit of primal reagents into your alchemical creations (bombs, extracts, potions or mutagens) which will alter them in a random way. I highly recommend giving this one a read, because I loved it. Following the archetype itself are a trio of discoveries that let you create a fey-themed mutagen, which are pretty nifty. After that we come to two new alchemical creations: the chroma grenade, which dazzles enemies and makes them susceptible to illusions, and the vine tube, which spouts fast growing vines. These vinescan either grow along the ground to make difficult terrain, or can be molding by a skilled craftsman into basic tools and furniture which last for ten minutes. An interesting alternative to carrying around a bunch of heavy tools! The final little treat on the section on gnomes? It contains my favourite artwork in the book! A blue and orange haired little alchemist surrounded by very natural-looking components, crafting up some kind of glowing brew. I’m feeling it.
Leaving the gnomes behind we get into a pair of pages about gathlain. This section doesn’t contain any race-specific archetypes (for those you’ll need to check out Pathfinder RPG: Ultimate Wilderness), instead it features five alternate race traits, eight new favoured class options, and four new feats. For race traits be sure to check out ‘bower born’ and ‘sticky tendrils,’ and for feats take a peek at the very quirky ‘strange yield,’ which lets you pull a single fruit off of your wings a day that acts as a random potion.
After the various racial options in this book, we move on to the ways in which the First World has affected the material plane. The first two pages include the fey-touched template, a new oracle curse and mystery, and a bard archetype called the First World Minstrel. Although the First World Minstrel’s ability to pass on the ill luck of a pugwampi to your enemies is absolutely delightful, if I recommend only one thing from this book it would be the new oracle mystery: whimsy. It’s just… awesome. Flavourful, fun, and useful. I’d use it in a heartbeat. Unfortunately for me, (and very fortunate for my daughter), right before I could make a character with it, my daughter did. She beat me to it! And she did it so… perfectly. I just can’t compete. And so, for the forseeable future, I’ll refrain from making one of my own… At least until I can think of a concept completely different than my six-year old daughter’s…. For those of you who don’t have that issue, be sure to check out our favourite revelation: ‘whimsical prank!’ Other gems include ‘assumed form,’ ‘flicker,’ ‘whimsical step,’ and ‘woodland caprice.’
Seriously. Check it out.
But with a flip of the page we leave the whimsy behind to delve into two pages of character options which revolve around the harm fey can cause. First up are four alternate racial traits which focus around locations tainted by evil fey: Darkblight, Tanglebriar, and the Upper Korir River. I’d recommend giving the human trait, ‘imposter-wary‘ a read. Although it forces you to put your bonus skill point into sense motive at every level, it also grants you a bonus on saves against illusions. A great trade if you want to make a suspicious character. After this we get to a new hunter archetype that focuses on killing fey, the cleverly named ‘Feykiller.’ This archetype swaps out a few of the animal focus options for different ones, allows your animal companions attacks to bypass DR/cold iron, grants you a bonus against illusions and enchantments or, if they were cast by fey, makes you immune to such effects. Very cool! Lastly, this section gives us three new spells, my favourite of which is ‘iron spine.’ And yes, it does exactly what it sounds like it does. Ouch…
Every page after this point in Legacy of the First World is dedicated to one of the Eldest. First, it gives us a paragraph or two on the Eldest themselves, followed by new archetypes, class options, spells and gear which are related to that god or their teachings. Interesting, right?
First up: Count Ranalc, the Traitor. Eldest of betrayal, exile and shadows. This shifty fellow provides us with my husband’s very favourite part of the book: an archetype for slayers called ‘Ankou’s Shadow.‘ This awesome archetype gives you the ability to make shadow duplicates of yourself which function as mirror image and last until destroyed. As you level up you can command your duplicates to perform other actions, and you gain access to more duplicates. Oh, and you can see invisibility as a swift action for a minute per level per day. Sweet! He’d better get around to making one soon, or I will. Haha! After this is another interesting archetype, the ‘Shadow Scion‘ for rogues.
The Green Mother, also called the Feasting Flower, is the Eldest of carnivorous plants, intrigue, and seduction. Yikes! The pages focusing on her give us the ‘Grasping Vine‘ archetype for shamans, which shuffles up some spell options, allows you to speak with plants, gives you the ability to use plant shape, and even turns your familiar into a creature made of leaves and thorny vines. I think you could make a really cool shaman with this archetype. It’s very thematic, but also very… accessible. By that I mean: lots of different character concepts ranging throughout Golarion can make use of this archetype. Not just followers of the Green Mother, or characters from the First World. It’s easy to use. The second archetype up for offer here is much more of a niche, and focuses on The Green Mother’s seduction aspect. It’s the ‘Seducer’ archetype for witch! Their last ability, ‘Garden of Delight,’ just… Wow. I’m… a little surprised that saw print. I’m not sure why it surprised me so much. It shouldn’t. But, I’m certainly not letting my kids play this archetype! No way! That complaint aside, the archetype’s still not really my cup tea. Still, if you want to be a charming enchanter/enchantress style character, this is a really good option. Past the archetypes there are two new witch hexes up for offer and one new shaman hex. My favourite is the shaman hex ‘silkstring snare.’ Lastly, there’s three new spells. My favourite is ‘thirsting entanglement,‘ which is like a soul draining entangle spell, but the others are solid debuffs which should see use in play.
Up next is Imbrex, the Twins, Eldest of endings, statues and — you guessed it — twins. His two pages are almost entirely dedicated to summoners. It features an archetype, a new eidolon subtype, and three evolutions. After that there’s four teamwork feats. Usually, this would be a bit of bummer for me. I don’t often play summoners, even though I enjoy them, and dedicating so much space to only one class is a little unfortunate. But… it’s such an awesome archetype! SO COOL! The ‘Twinned Summoner’ has an eidolon that looks just like him (excluding any nifty evolutions). They also learn teamwork feats, which their eidolon can also automatically use. Think of the possibilities! It’s just… awesome! The moment my husband read it he looked at me and said. “Oh, this is interesting. You would be good with this archetype.” “But not you?” I asked. “No. Too much work. I’d get confused.” We laughed. Later I read through it, and you know what? I agreed. I could rock this archetype! Hahaha. The evolutions are brief, but useful — particularly ‘shared evolution‘ and ‘extra feat.‘ For teamwork feat be sure to check out ‘improved precise strike‘ and ‘spell synergy.’
Taking centre stage next is the Lantern King, also known as the Laughing Lie. He’s the Eldest of laughter, mischief, and transformation. Chances are when you think ‘fey’ you think of the attributes this guy has. He’s a prankster, and a shapeshifter. An agent of chaos with infinite forms. The character options include one archetype, the ‘Fey Prankster’ for bards, and two bloodlines that are both entitled ‘shapechanger.’ One is for bloodragers and the other for sorcerers. Both were really cool, but my favourite turned out to the the bloodrager bloodline. I’m not sure why I liked it so much, as the sorcerer bloodline was really solid, but hey! That’s how it goes sometimes.
Up next is an Eldest who is about as far from a jolly prankster as you can get: The Lost Prince. Also known as the Melancholy Lord, he’s the Eldest of forgotten things, sadness and solitude. This dour, brooding fellow has provided us with the ‘hermit‘ archetype for oracles, which is closely tied to the ‘reclusive‘ oracle curse. There’s also a ‘sorrow‘ themed psychic discipline, and a new type of feats which give you an advantage when no allies are nearby. I highly suggest giving the ‘hermit’ a thorough read, because their abilities are very, very cool. Particularly their base revelation, ‘Recluse’s Stride.’ For feats, be sure to check out ‘Centered Spell,’ which is a new metamagic feat which allows you to exclude yourself and your familiar from your instantaneous spells without increasing the spell level. Who doesn’t want to put themselves in the middle of a fireball once in a while? Right?
The next featured Eldest is Magdh, The Three, Eldest of complexity, fate, and triplets. Let me admit, up front, that I am a huge fan of this goddess. She’s my favourite in the book, by far! Unfortunately, none of the character options in her section wowed me. Now, maybe it’s just me. The three spells are interesting and useful. The monk archetype, ‘Nornkith‘, allows your monk to run off of Charisma instead of Wisdom, which is awesome, but… I wasn’t thrilled by anything. There are also three new items up for offer, my favourite of which was ‘charm of the thriceborn.’ I’d be very interested to hear what others thought about the options in Magdh’s section, so if you’ve given the book a read be sure to let me know in the comments below.
Next up is Ng, the Hooded, Eldest of the seasons, secrets, and wanderers. Under his section you’ll find a new cavalier archetype, the ‘Hooded Knight,’ who has a fey-touched mount, gains benefits when traveling on roads, and at higher levels can use dimensiondoor or teleport. There’s also a new cavalier order, the ‘Order of the Blossom,’ which sounds… interesting. Although it’s got some cool abilities, including gaining sneak attack and some minor enchantments, one of the edicts forces you to always accept a fey’s request for aid — which could be very troublesome for obvious reasons. Thankfully, blighted or corrupted fey are excluded from this, and he must instead destroy them. Still… It could be rough! Best ensure you have an understanding GM before selecting it! The final options in Ng’s section are three new items which involve secrecy. Be sure to check out the ‘whispering gloves,’ and the ‘clandestine horseshoes’! The ‘hood of privacy‘ is awesome, but very expensive. Definitely an investment.
Following Ng’s secrecy is an interesting Eldest who cares nothing for subtlety: Ragadahn, The Water Lord, Eldest of linnorms, oceans, and spirals. He’s a brutish creature who counts all the oceans of the First World as his territory. He expects fealty, and respect, but little else. There’s two new archetypes in his section, The ‘Deepwater Rager‘ for barbarians, and the ‘Serpent Herald’ for skalds. Despite the name, the ‘Deepwater Rager’ isn’t actually an underwater combatant. I highly recommend giving it a read, because their abilities ‘Spiraling Charge’ and ‘Disorienting Grapple‘ and both very cool! There’s also three new rage powers in this section of the book (check out ‘Master of the Deep,’ which lets you command aquatic creatures), and two bardic masterpieces, both of which are cool. ‘Ragadahn’s raqs beledi’ is a dance that allows you and your companions to squeeze into tight spaces without trouble, while ‘Ragadahn’s spiral ascent’ allows you to make a whirlwind which can whisk your companions to higher ground. Intriguing!
Finally, we come to the last Eldest in the book — which is also the last page of the book —Shyka, The Many, Eldest of entropy, reincarnation, and time. Now, time related concepts are both very cool, and very difficult to work with in a d20 system. So, although I went into these pages with high hopes — hopes made higher by the awesome wizard artwork in this section — I was wary I might be let down. This section contains a single archetype, and four new spells. The archetype is called the ‘Chronomancer,’ and is for wizards. They gives up the arcane bond class feature, as well as most of their bonus feats, to gain a reservoir of energy they can use to alter time. At low levels they can use it to improve an ally’s initiative, or saving throws, and to immediately re-prepare failed spells (either due to a failed concentration check, a passed save on behalf of your enemies, spell resistance or other immunities, and so on) as if they had not been cast. Cool, right? At higher levels they can use it to cast haste on their allies or trigger contingencies. At level twenty they can even summon a version of himself from an parallel timeline at the moment of his death. The alternate you only lasts for a minute, but it’s one heck of a final gambit! He even comes with your gear! I was SO pleasantly surprised with this archetype! If you’re even remotely interested you should give it a gander. As for the spells? Very cool! Particularly ‘temporal divergence!’ Definitely read it!
And that’s it! We’ve reached the back cover, and Legacy of the First World has come to an end. I hope seeing a bit of what’s inside has helped you decide whether this is a book you want to invest in. And if you’ve read through it already, be sure to let us know what your favourite options were in the comments! Still want more fey-inspired goodness? Be sure to pick up the newest Wayfinder fanzine, Wayfinder 18: Fey and the First World, which is a free download on Paizo’s website.
Things are pretty crazy around my house right now. My son’s sick (again), and both of my children had their birthdays this past week. But, as things begin to settle, we’re ready to get right back into the swing of things here on d20 Diaries. So today, we’re taking a look at another book I recently got my hands on: Pathfinder Player Companion: Adventurer’s Armory 2!
The Adventurer’s Armoury 2 is a sequel to the ever-popular Adventurer’s Armory, which was also released as a Player Companion back in April 2010. As a product from the Player Companion line, it’s a thin, soft-cover book intended for use by players, which clocks in at 32 pages in length. In my opinion, the Adventurer’s Armory was among the most universally useful books in the Player Companion line, so I was thrilled to pick up the sequel.
Without further ado, let’s take a look at what’s inside…
The inside covers both feature purchasing charts showcasing the new equipment in this book. The front inside cover’s home to weapon and armour charts, while the back inside cover’s where you’ll find everything else. This includes adventuring gear, alchemical remedies, alchemical tools, alchemical weapons, poisons, clothing, magical items, and mundane tools. Looking past the covers we find the table of contents and then the introduction.
Although it doesn’t sound very exciting, the introduction’s home to one feat, Equipment Trick, which is an old, quirky feat originally printed in Adventurer’s Armory which allows your characters to make interesting uses out of a specific type of equipment chosen at the time of taking the feat. Only certain items have equipment tricks written for them, and in order to use each trick you must meet its specific requirements. Sound confusing? No worries. You take the feat and select which kind of item you’re going to learn tricks with, then read the list of tricks. If you meet the requirements for any of those tricks, you can use them. If not, keep an eye on them. You can use the trick as soon as you do meet the requirements, even if its many levels down the road. Curious what kind of equipment you can utilize? We’ll touch on that again later. For now, just know there’s plenty.
After the feat, you’ll find a collection of five traits which are all themed around where you buy your goods and feature some of the most infamous marketplaces in the Inner Sea. Including Absalom’s Coin District, Cassomir, Katapesh, Ostenso, and Riddleport, each of these traits are flavourful and fun. That being said, they’re not staples. You won’t read them and decide every one of your characters has to have it. My personal favourite? Absalom’s Amiable Briber, which is a social trait allows you to offer bribes without fear. The first time someone refuses a bribe you offer, that person’s attitude towards you doesn’t worsen, even if the offer normally would offend the person. Cool! Cassomir’s Bountiful Herb-Lore and Riddleport’s Master Messenger are also pretty cool, so be sure to check them out.
Lastly, the introduction features a handy rules index that lists the page numbers of each feat, trait and other rules option presented in this book. By now, one thing’s already clear: not everything in Adventurer’s Armory 2 is new. Some of the equipment and player options in this book are reprints from other out-of-print books. An understandable move, and helpful for those of you who might not own the original sourcebooks.
Moving on from the introduction we come to one of my favourite sections of the book: Equipment Packages! What, you may ask, is an equipment package? Simple! It’s a big collection of gear that your characters can choose to start with. What does it cost you? Two things! First, it costs a trait: Well-provisioned Adventurer. Second, it costs your starting gold. That’s right! If you take this trait you don’t staring gold at all. So, are these equipment packages worth it? That depends. In terms of value, each of these packages is worth about a thousand gold pieces. That’s a lot! In addition, the gear is well-chosen, and varied. Each allows for a minor amount of tweaking with GM approval, which should make them even more accessible. Having that much extra wealth can mean the difference between life and death at level one. However, whether or not you personally feel the gear is better than a +1 to a saving throw, a bonus to a few skills, turning a skill into a class skill, or picking up a quirky minor ability, is entirely a personal preference. My husband wasn’t wowed by it, but I certainly was, and my kids also loved it. I wouldn’t use it for all of my characters, of course, but for plenty these equipment packages are an option I’d consider. In addition to a well-chosen set of equipment geared at many different class types, these packages also include the weight for both medium and small characters already calculated. A wonderful thing if you don’t really like number crunching weights and carrying capacities, determining the adjusted weights for small sized characters, or coin counting to the copper piece. These equipment packages can also be purchased for 1,000 gp, for those of you who don’t want to use a trait to get one. As an aside, GMs can also use these equipment packages as rewards, care packages and gifts to be handed out to your players by grateful NPCs. The only obvious downside? They’re heavy. With the lightest weighing in at 44 pounds (28 3/4 for small characters) your low-strength characters are bound to be overburdened by them. I’d love to see some more light-weight options appear in the future. My favourite equipment packages turned out to be the Arcane Adept (intended for arcane spellcasters) and the Daring Bravo (intended for any lightly armoured combatant). My young son loved the Wilderness Warrior, while my daughter loved the Mystic Guide (which she’d like to use on her next druid). After you’ve given the equipment packages a read, leave us a comment and let us know if you intend to use any. I’d love to hear your thoughts.
Next up we come to what most people will purchase this book for: armour and weapons. First up’s the armour. With eight new choices varying in price from 1 gp to 2,100 gp, there’s a wide variety of new armour, even if there aren’t many. My personal favourites are the Erutaki coat, the Varisian dancing scarves, and the reinforced tunic. In addition to armour, this book introduces a new type of item called a modification. Modifications can be applied to armour by a skilled smith, and offer both a benefit and a drawback. You’ll also find a feat later in the book that allows players to better utilize armour modifications. Although cool, none of these modifications are cheap, so invest with care. I’d recommend the nimble modification, which increases an armour’s Max Dex by two, reduces its check penalty by one, but costs 1,000 gp, and adds five pounds to its weight. Burnished also sounds like lots of fun at lower levels. For a cost of 500 gp, five pounds of added weight, and a -10 penalty to stealth in areas of bright light, you can dazzle your enemies with your brilliantly shining armour! Capable of targeting everyone who can see you within 30 feet, this ability has the potential to be really effective. However, each target can only be affected once per day. Other armour modifications include deflecting, double-plated (which I expect will see a lot of use), jarring, nimble, razored, slumbering (which is SUPER handy) and vitalguard.
With that we come to the Weapons. There’s a whopping twenty-five new weapons in this book, most of which are exotic, and only one of which is simple. I’m pretty partial to the cutlass, the lantern staff, and the spiral rapier. That being said, the flask thrower’s going to be incredibly handy for some characters. Past the new weapon options you’ll find a handy list showing what weapon group each belongs to, followed by seven weapon modifications. Weapon modifications work in the same way as armour modifications do, and also feature some feats which can improve their efficiency and capabilities. In addition, modified weapons have their weapon type increase by one step (from simple to martial, and martial to exotic). The weapon modifications included in this book are brutally weighted, dual-balanced, jagged hooks, razor-sharp, serrated edge, tactically adapted, and versatile design. Personally, I think that dual-balanced (which reduces the penalties for two-weapon fighting by -1) and tactical adapted (which allows you to add weapon qualities like blocking, disarm, and nonlethal to a weapon) are bound to see the most use in play.
All in all, I like the idea of modifications more than I like them mechanically. I’m unlikely to invest in them due to their hefty price tag, and the extra weight. Of course, if I’m playing a character who has extra cash to spend, a wide array of proficiencies and carrying capacity to spare, I’d give definitely them a try. I’m very curious to see them in action.
Next up we have a single page of feats. There’s nine of them total, and all of them are combat feats. Seven have to do with armour and weapon modifications, while the last two involve utilization of the dwarven dorn-derger, an exotic weapon that appears in this book. Although I’m sure some people are bound to try out the modification feats, especially Creative Armorsmith and Creative Weaponsmith, I found the feats on offer so specialized that I’m highly unlikely to use them. It’s a shame, but luckily these aren’t the only feats up for offer in Adventurer’s Armory 2.
Leaving the weapons and armour behind we come to the next section of the book, which showcases eighteen new pieces of mundane gear. Of them, I’d guess that only five or six will see play with any kind of frequency. The most useless item on the list would definitely be the false teeth, while the most universally used would probably be the charcoal. It’s so much better than buying ink and an inkpen! But, my favourite? The spring-loaded scroll case. This snazzy little case is five gold, and can be hung from a belt or backpack. It holds a single scroll which can be retrieved as a swift action. Shiny!
After the adventuring gear is a new type of equipment known as preparatory gear. These are items that you practise with for an hour everyday, then make a specific skill or ability check. If you pass, you gain a benefit that lasts for 24 hours. For example, the drowner’s helmet can help train you to hold your breath longer and the practise straitjacket can help train you to escape from bindings. There’s only two other preparatory gear in this book: the hanging board and a thief trainer. Each option’s a bit pricey–between 35 and 200 gp–but is certainly useful. The one hour daily training requirement might be a turn-off for some players, but I don’t mind at all. It’s particularly useful for non-spellcasters who travel with spellcasters and can give them something to do while your casters prepare their spells or pray to their deities. Since the benefits of each last 24 hours, training can also be done at night before heading to bed. All in all I think it’s an intriguing concept, and I’m excited to see them put to use.
Up next is some equipment tricks for use with a few fun bits of mundane gear: ladders, lanterns, mirrors and poles. Each type of gear has between three to five tricks associated with it (poles have three, ladders have four, while lanterns and mirrors have five each). Some of these tricks require a number of ranks in an associated skill to utilize, while others require specific feats as the prerequisites. The lantern tricks are the most utilitarian, and allow users to make their lanterns burn brighter or dimmer and explode like alchemist’s fire when thrown. When being held in the same hand as a shield, your lantern can deal some fire damage with each shield bash. Finally, you can toss lantern oil in an opponent’s eyes with the dirty trick maneuver (your lantern or theirs) which can both blind and burn them. The mirror tricks also sound like lots of fun. My personal favourites let you shine light into your opponents eyes, reflect gaze attacks, and even penetrate illusions! No longer is your mirror just for looking around corners!
Leaving behind the mundane adventuring gear we head into the exciting world of more mundane gear! This time it’s tools and tool kits we’re taking a gander at. Both of these sections are small, with only six items in each. As far as tools go, I was excited for a duo of new bear traps, while my daughter insisted that the portable terrarium was the greatest item in the entire book. (Warning: She may have been biased by the adorable picture of the terrarium, which features a cute little frog in a glass globe…). As for tool kits, I’m partial to the elemental explorer’s kit, and the underground survival kit, although I’m more than ready to admit that the fiendslayer’s kit and the undead survivor’s kit will see more use in play. And what other kits are up for offer, you ask? The emergency interrogation kit, and the invisible enemies kit.
The next section is a single page that features seven new poisons. The cheapest poison up for offer is the delightfully named rainbow scarab shell. At a price of only 150 gp per dose, this iridescent toxin deals strength damage upon injury once per round for four rounds. Although it’s not particularly difficult to resist or overcome, victims who reach 0 strength also begin to suffocate. The priciest poison also happens to be my favourite. Grinding joint paste is an ingested poison with a ten minute onset which costs a whopping 2,100 gold per dose. Made from dried and ground up cockatrice organs it causes a decent amount of Dexterity damage for six minutes. In addition, movement becomes so painful that the victims take damage whenever they swing a two-handed weapon or move more than ten feet in a round. Ouch! I’m also pretty partial to the Leng’s tears, which is a fast acting contact poison which causes vivid hallucinations and paralysis. Failing just once causes a full ten minutes of paralysis, with unlucky victims being unable to move for an entire hour. Nasty!
Following these nasty poisons is another set of equipment tricks, this one for instruments. Of all the equipment tricks offered in this book, this set are by far my favourite. In fact, they might be my favourite equipment tricks ever. I love them! Attention grabber lets your character draw attention to themselves in order to cover their allies movements. Goad animal lets you command friendly animals to perform tricks they know as a free action or push them to perform tricks they don’t know as a standard action. Jaw-dropping distraction lets you feint with a perform check instead of a bluff check. Play to the crowd let’s you use a perform check in place of an initial diplomacy check to influence an NPC, and finally, ruffian’s riff lets you treat an instrument as an improvised weapon with the performance special feature. Got a masterwork instrument? Then it counts as a masterwork weapon. Got a magical one? It’s treated as magic for the purpose of overcoming damage reduction. Awesome. I’m definitely going to be giving these tricks a try.
Side by side on the same page with the instrument equipment tricks is a column that I actually loved a lot. Examples of masterwork tools. I know, it doesn’t sound very exciting. But, think of it. How often do you purchase the generic ‘masterwork tools’ from the Core Rulebook. On occasion, right? Maybe if you’ve got a character who has a craft or profession. But this list reminds us that these tools are far more useful than the average player has been giving them credit for. This lists a large number of skills (which don’t already have a designated tool or tool kit), and provides example tools that you could purchase to improve those skills. Want to improve your acrobatics check? Pick up a balancing pole, gymnast’s slippers or a vaulting pole. Feel like being menacing? You could invest in frightening tattoos, an executioner’s hood, or a set of torturer’s tools. How about a reference book to help with a knowledge check, or lubricating oils to help escape bonds. This list really got me thinking about the term ‘tool’ and how they can be applied to a wide variety of characters and skills. I was honestly surprised how useful I found this little column, and I’m sure plenty of other players will get good use out of it, as well.
The next two pages revolve around clothing, with the first page being ten new articles of clothing, and the second being six new spells that need to be cast upon specific articles of clothing. The burglar’s outfit, courtesan’s outfit and squire’s outfit all provide great new options for starting outfits, while the spells allied cloak, grappling scarf, and surefoot boots were all great fun.
Past clothes we get to one of my favourite sections in the book: impromptu equipment. That’s right! Want a list of example objects and their damage for reference? It’s here! Want some magical items that help improvised weapons? Also here! There’s also a few neat feats and, my personal favourite: special qualities that some improvised weapons can possess. So whether you’re wielding a pronged taxidermic moose head, a gross hunk of rotting meat, a heavy anvil, or a burning log, these improvised weapons qualities are a lot of fun that can really get your player’s creativity flowing. It’s going to be a blast! As for feats, check out hook fighter, which lets you turn a grappling hook into a deadly weapon. For magical gear be sure to pick up gloves of improvised might and quick metal bracers, both of which are awesome options for characters interested in focusing on improvised weapons.
As we near the end of the book we find ourselves among a pile of products that can be created with arguably the most popular type of crafting in Pathfinder: alchemy. This section features two new alchemical remedies, three new alchemical tools, and seven new alchemical weapons (four of which are forms of alchemical bolts). My personal favourites were troll stypic (a painful paste which can grant users fast healing for up to 8 rounds) and the tress tincture (an alchemical weapon that causes raid hair growth, which can be terribly irritating, as your opponents hair constantly gets in their eyes and obscures vision. Yes, you read that correctly!). In addition to new alchemical substances we also get three new sets of equipment tricks which showcase the classics of alchemy: smokesticks, tanglefoot bags, and thunderstones. Exciting! Although all three are awesome, the tanglefoot bag tricks are my favourite. If you’ve got a sneaky or stealthy character, definitely give the smokestick tricks a read. The final part of the alchemy section is a new kind of brew called concoctions. These creations are less stable than your typical alchemical creations and are known for having bad side effects. In addition, players who consume more than one concoction at a time roll on a table of random effects. Half of these effects are good, and half are bad. Of those, they vary from alright and not too bad, all the way up to amazing and horrible. If you’re a gambler this can be great fun to fiddle with, but with the options ranging from ‘unleash the full potential of my body and mind’ which allows you to gain a +4 bonus on two ability score for 24 hours, all the way to the concoction explodes within your stomach, or is highly toxic, I’m not really into to testing my luck. The concoctions themselves are typically 50 gold each with the priciest being 100 gp. Each offers a benefit and a drawback. The crystal-sweet concoction gives you +2 on diplomacy and -4 on sense motive, while the sphere-song concoction gives you +1 on Will saving throws and a -2 on initiative. Although interesting, I think these items have great potential for GM
use. These can easily be added into drug dens, dangerous bars and high-end noble parties. They can also be focal points for social encounters, or used as a ‘test of faith’ or as ‘dares’ by gangs, religious organizations and the nobility. Whatever use your group happens to find for them, they’re certainly a colourful (and potentially dangerous) experience.
The next two pages of Adventurer’s Armory 2 feature a variety of equipment from two distinct regions: the Dragon Empires and the Padishah Empire. Each region has an entire page to itself, and contains a few articles of clothing, alchemical remedies or tools, and a special material. Spirit-vision ink turned out to be my favourite piece of equipment from Tian Xia, while the special material, sunsilver, was my favourite object to come from the Keleshite culture.
The final section of this book turned out to be among my favourites. It releases rules for a brand new type of construct you can make right from level one: poppets. If crafting’s not your cup of tea, you can also purchase these little fellows. Although too costly to purchase as a brand new level one character, they’re certainly affordable by the time level two rolls around. These tiny or small creations can be upgraded and modified with a host of abilities, and can even be taken as familiars with a special feat. If you’ve been reading my blog for a while now, you may have already heard me speak about poppets. My seven-year-old son made a mad scientist who is obsessed with creating new life, and currently has two poppets he’s hand-crafted with care. To read more about poppets and our experiences using them in games, read my blog post Character Focus: Professor McMaan, and Crown of the Kobold King: Part One. Short summary: we love them.
I think so. This books features a lot of new equipment and gear, as well as some cool new rules to go with them. Although most of the rules are quite specialized and exclusive to certain character builds, the items in the book are much more varied and useful. It’s one of those books that you’ll pull out every time you’re making a new character, and pull out again for your first few level ups. Certainly, it’s not as useful as Ultimate Equipment. And with the upcoming change to Pathfinder Playtest this next August, it’s unlikely to be as popular as its predecessor, Adventurer’s Armory, was. But as far as Player Companions go, it’s definitely one of the most universally useful ones they’ve printed. In my opinion, it’s worth it.
Have a copy of Adventurer’s Armory 2 at home? Let us know what you think in the comments! Do you have a favourite item featured in its pages? Let us know that, too!