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    Legendary Races - Wyrmtouched
    Average Rating:5.0 / 5
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    Legendary Races - Wyrmtouched
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    Legendary Races - Wyrmtouched
    Publisher: Legendary Games
    by Thilo G. [Featured Reviewer]
    Date Added: 07/05/2019 10:30:19

    An Endzeitgeist.com review

    This supplement clocks in at 46 pages, 1 page front cover, 2 pages of editorial, 1 page ToC, 1 page introduction, 2 pages of SRD, 1 page back cover, leaving us with 28 pages of content, so let’s take a look!

    So, what are wyrmtouched? As you could glean from the structure of the denoting compound, wyrmtouched are essentially a novel take on the draconic-heritage race; instead of assuming a singular cultural heritage, the race adheres to a similar origin paradigm as planetouched races, resulting in wyrmtouched being born to parents of different races, provided they have the requisite traces of draconic blood in their ancestry. The write-up thus assumes parental races for the physical vital characteristics, and then presents to provide the notes on alignment, adventuring, etc.

    Racial stat-wise, the wyrmtouched have +2 Strength and Wisdom, -2 Dexterity, are Medium and are humanoids with the dragonkin subtype (properly codified, just fyi). They get a +2 racial bonus to Perception, and a properly codified primary bite attack for 1d6 damage. They have both darkvision and low-light vision, and a +2 racial bonus on saves vs. magical sleep effects and paralysis, and regarding creature type, they are treated as dragons. They also receive resistance 5 against the damage type of their supernatural breath weapon. This is chosen from among the 4 core energy types, and is either a 15-foot cone or a 30-foot line that may be used Constitution modifier times per day, minimum 1, inflicting 1d6 + Constitution modifier damage of the chosen energy type. 4th level and every 4 levels thereafter increase the damage output of the breath weapon by +1d6. All in all, a potent race, but one that I#d allow in all my games. Kudos!

    A total of 17 different alternate racial traits are provided, and include natural armor instead of resistance, a powerful tail (properly codified) instead of resistance and low-light vision, and instead of breath and resistance, you can be Large. You could have vast lifespans, or get +1 HP per level at the cost of reduced speed and the loss of draconic resistance. You could also be Small, and application of these traits to generate sub-races is provided. This section deserves applause, in that it shows a very keen awareness of the power of all racial abilities and their respective payoffs. There is one alternate trait that may require a bit of oversight for some games – wyrm wings nets you flight from level 1 onwards, but only at a clumsy maneuverability and 30 ft., with higher levels later increasing that. While this does cost breath weapon, I personally prefer the “needs to end movement on solid earth or fall”-angle for the levels up to 5th, but then again, I tend to be pretty conservative when it comes to unassisted PC flight at low levels. The race does come with its own vital statistics, just fyi. Want a wyrmtouched that is sourced from a specific dragon-class? Well, fret not – the supplement provides 8 (!!) different variant wyrmtouched, each with their own ability score modifiers, and they replace the racial Perception skill boost with another skill. Huge kudos: None of the options here are lopsided or jeopardize the intricate balance of the base race.

    The supplement also provides a total of 12 different traits, all of which are properly grouped in trait categories. They allow for e.g. the sue of Wisdom instead of Constitution as governing ability score for wyrmtouched racial abilities, enhanced maneuverability with wings, increased DCs, etc. – the traits per se are in line with the proper power-level for them, and remain viable options that alter the experience of playing a wyrmtouched in a meaningful way – in short, they are really nice examples of what you can do with them. The race also features a massive list of well-crafted favored class options for all Paizo classes (excluding ninja + samurai) – yes, this includes the ones from ACG and OA, as well as the vigilante and shifter. As a nice piece of service for folks like yours truly, the latter one’s write-up does provide an option to tweak it for the imho superior Legendary Shifter.

    So, that would be the racial base-line, but we’re not even close to covering the amount of material featured within this book: The authors have obviously understood that, particularly for a race with an eclectic background like the wyrmtouched, there is a necessity to not just present them and let them stand as is; instead, the book realizes that a race ought to be more than just a write-up of a rules, that there is more to them. As such, the book explains the psychology and physiology of the wyrmtouched in commendable detail, as well as their culture. Note that this is not simply a section of background material – oh no! We do get notes on breath artistry duels (including the rules to supplement them!), a great narrative tool that makes sense on so many levels. I love it! From fashion to the relationship with magic to funerary customs, the book manages to present a truly encompassing and plausible, captivating portrayal of the race, with a sample community and even advice on adapting the race to your campaign provided! I was positively surprised in many ways by how well this whole section was presented.

    The pdf includes a single race-exclusive archetype, the breath savant brawler, who needs to both have a breath weapon and a bite attack to select the archetype. In place of unarmed strike, these fellows increase the damage output of the breath weapon, as per its own table. EDIT: So, I read as a glitch what was intended design paradigm - the breath savant increases the base damage die of the breath weapon, and said increase may include multiple dice that function as a singular base damage die. This changes the tone of the archetype drastically and makes it solely suitable for higher-powered games - for my games, this'd be labeled over-powered and banned. HOWEVER, my initial reading that mistook base damage die increases of the breath weapon increase as the total actually makes for a super-easy way to retain the archetype even in lower-powered games without requiring design work by the GM. The breath savant may decide to change damage type inflicted by the breath weapon via martial flexibility, and treats [breath] feats as combat feats for the purpose of the ability. Instead of brawler’s flurry, we have Unbound Breath Weapon (which allows you to use your breath weapon every other round and should have, imho, a minimum level such as 3rd or so – the archetype ignores prerequisites, so it’s weird that it gets the feat later, and unlimited breath with just one round of cooldown can be pretty potent) and Combat Breath Weapon (which lets you use the breath weapon as either part of an attack action, or as part of casting a spell with a casting time of 1 standard action, with the latter requiring the expenditure of a swift action; this feat has a 5th-level prerequisite, so here, the prerequisite ignoring makes sense) as bonus feats at 2nd level, with 6th level and every 6 levels thereafter allowing for the addition of an additional melee attack at cumulative -3 penalties when taking the attack action. 4th level replaces maneuver training with Flowing Breath – this feat eliminates Unbound Breath Weapon’s one-round cooldown and is situated at 3rd level prerequisites; note that, since the base breath weapon has the one-minute cooldown as well, this applies to both Unbound and non-unbound weaponry, in the former case unlocking unlimited breath weapons as soon as 3rd level. The AC bonus is replaced with +1 natural armor that increases further at 9th, 13th and 18th level. Knockout is replaced with torrent breath, 1/day maximizing breath weapon and increasing DCs by +2, with an additional daily use gained at 9th level and every 5 levels thereafter. 5th, 9th, 12th and 17th level make the natural attacks count as specific materials (scaling makes sense) for the purpose of overcoming DRs, replacing brawler’s strike. Instead of close weapon mastery, we have a bite attack damage increase based on breath weapon. While I’m not happy with unlimited AoE-attacks here, the archetype is pretty neat and probably won’t break the game of groups that do not adhere to a low and very conservative power-level.

    The pdf also contains 4 other archetypes that may be taken by any race, but are particularly suited for wyrmtouched. One of these is the dragon touched, originally intended for the Legendary Shifter – the pdf notes that it may be rather strong for the regular shifter, and I concur with the assessment, adding just my 2 cents: You should be using the superior and more fun Legendary Shifter anyways. ;P Kidding aside, this guy is pretty much what it says on the tin – a shifter archetype that focuses on assuming draconic forms, using complex variations of form of the dragon as a baseline.

    The dragon champion vigilante modifies dual identity (retaining archetype compatibility) to instead have a draconic identity, with the archetype sporting a significant amount of different, exclusive vigilante talents that include a bite attack enhancer (which stacks with keen et al. – not a fan), an anti-dragon attack that works in conjunction with options from Asian Archetypes: Martial and Legendary Villains: Vigilantes, a Dazzling Display variant, a breath weapon (and another one for an upgrade), and wings (locked behind an appropriate minimum level). All in all, a nice one.

    The scaled scion is a magus archetype, who gains an arcanist’s spellcasting, governed by Charisma (making it work in conjunction with the Legendary Magus), and the armor proficiency abilities are replaced with natural armor bonus and resistance, as governed by energy resistance. The final archetype would be the wyrm researcher alchemist, who alters mutagen to instead provide natural armor and energy resistance corresponding to the character’s associated dragon bloodline; the character has a reduced bomb damage, and instead of 2nd level’s discovery, we get claws, with 6th level gaining wings sans duration while under the mutagen. Minor nitpick: Here is an erroneous reference to feral mutagen instead of wyrm heart. 8th level provides the means to choose two unique discoveries (for bomb/breath admixture), and poison immunity is replaced with wing attacks and 18th level nets immunity to the chosen element instead of poison.

    The pdf provides a rather massive feat chapter, with aforementioned [Breath] feats allowing for various modifications of the base engine, often at the cost of base damage die of breath weapons – we can find e.g. the addition of negative conditions of breath weapons. Cool: One of the alternate racial traits nets you blindsense 5 ft. – with a feat, you can close your eyes and extend that range. It’s so simple, but I love the visuals. Breath Weapon Admixture is obvious in what it does; Breath Weapon Artisan allows the character to modify the breath weapon to change the area of effect of the breath weapon. Lacing weapons with breath weapon energy, excluding spaces from it, gaining minor DR, a climb speed, no longer requiring a free hand for spell combat – quite a lot of options here. Particularly notable: Drake Style not only has 2 feats based on it, but 5! The base Drake Style allows for wall-running (awesome) with a variant of attacking during the movement. The follow-up feats allow for the use of Drake Style in conjunction with living creatures, and you can catapult off of objects to further increase heights; higher levels allow for the addition of penalized attacks, etc. - Cool style!!

    The chapter also includes a Vital Strike/bite synergy, for example – but there is more: The book has a whole sub-chapter devoted to legendary drakes – basically a companion engine for drakes. These guys only have head, headband, eyes, shoulder, neck, body, chest and 2 ring slots and do NOT count as animal companions. If they die, you do NOT gain a replacement. It takes years to gain a drake’s trust, thus making this a companion you do not want to throw into the meatgrinder.

    The legendary drake companion requires a two-feat investment, with the first being a lame skill-enhancer that nets you a language and a better starting attitude for draconic beings. Their power is further capped by requiring additional feats to progress towards certain HD-caps. Legendary drakes have ¾ HD-progression (capped by the feat-based limits), ¾ BAB-progression, all saves progress to +9 over the 20 levels, and the companion has d12 HD. Skill ranks start as 3, and increase to 60 at 20th level. The companion begins with a feat and gains up to 8 feats over the course of the companion progression.

    The drake companion begins play with darkvision and low-light vision, as well as immunity to sleep and paralysis effects. The drake increases natural AC by +2 at 3rd level and every 3 levels thereafter, and ability score increases happen at 5th level and every 5 levels thereafter. 6th, 13th and 20th level net a size increase. At 1st level and every 4 levels thereafter, the legendary drake gets to choose a drake power from a massive list. Here, we can find aligned damage, breathing in water, breath weaponry and further power-upgrades thereof, swim speed, climb speed, etc. The selection also features a variety of asterisk’d powers that modify the bite attack of the drake. Only one of these may be applied per bite, and yes, there is a feat that lets the drake choose an extra drake power. There are variant rules provided for agile drakes, better armored ones, and construct and undead drakes, with the latter two thankfully taking some serious hits regarding their base stats to account for the immunities and powers bestowed by their states. Serving as a mount does btw. require a drake power, and the pdf does include, aptly, a magic saddle for drake riders. The reduction harness is an all but required item, as it allows you to take your drake, you know, actually with you into that dungeon? Considering the steep penalty for losing a drake, a kind of drake extra life, the drake heart is certainly an item you should purchase/craft, and finally, there would be two iterations of drake’s crests which grant access to drake powers.

    The pdf closes with Ti’ri Karn, a wyrmtouched brawler (breath savant) 5, who is unique – a wyrmtouched in her prime, living with humans has taught her the fragility of life and made her almost feels like a benevolent grandparent, a funny and pretty cool contrast to artwork and racial stereotypes. Her boon also highlights this, as she provides long-term care for friends and their animals alike.

    Conclusion: Editing and formatting are as a whole, very good on a formal and rules-language level. While there are a few minor components that can be construed to be hiccups, none really hampered the integrity of the rules provided. Layout adheres to legendary Games’ two-column full-color standard, with a blend of new and classic artworks provided for your edification. The pdf comes fully bookmarked for your convenience.

    Okay, to be honest, I didn’t really want to review this book. I’ve covered so many pseudo-draconic PC-races over the years, the concept quite frankly exhausts me and has lost pretty much all of its intrinsic appeal. I am happy to report that Loren Sieg, N. Jolly, Amber Underwood and Siobhan Bjorknas managed to actually put a new and creative spin on the concept. The notion of spontaneous exhibiting of draconic traits may be simple, but it’s actually one that provides a fresh take that colors the race in different shades. While the archetypes this time around did not exactly blow me away, and while some feats may require a bit of oversight for more conservative games, in its entirety, this is a surprising little triumph of a racial supplement. The flawless execution of the base race and its variants in particular in conjunction with the fact that the book devotes the time and space to make them actually feel like a race, like more than a combination of stats, must be applauded. In spite of my preconceptions and fatigue with the notion, I found myself actually charmed by the material within. The legendary drake companion, obviously intended for high fantasy, is a powerful, but not overbearing option for regular games, though one that, with its feat tax and steep danger making for a compelling angle.

    Now, would I allow everything herein in all my campaigns? No. Particularly the stacking threat-range expanding is something that generally just needs to die a fiery death – and, obviously, this is not necessarily a supplement that I’d be using in a down-low and gritty dark fantasy game. But here’s the thing: The notion of draconic PCs and drake companions, to me, is inexorably linked with high fantasy; that’s clearly what the cadre of authors was going for, and that’s how I’ll rate this. And in this context? Heck yes, this is a resounding success. 5 stars + seal of approval.

    Endzeitgeist out.

    [5 of 5 Stars!]
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