In The Company of Fey (PFRPG) PDF

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Come and delight in the mess you make of mortal lives! 

The First Folk, servants of Auberyon the Solstice King, they are race of mercurial essence and yet they are timeless, a race that cares very little for the consequences of their actions yet they keep the bargains that they make. They are the uncaring eldritch powers of nature, yet they are quick to take offense, all the while living with abandonment. They value entertainment, humor, and take on the aspects of various forms throughout their immortal existence.  

Create the fey you want to play in the Pathfinder Roleplaying Game. This product includes the new race The First Folk, alternate racial traits, favored class bonuses, two new archetypes as well as the Fey Racial Paragon class. In the Company of Fey gives you everything you need to fully integrate this new racial culture into established campaigns and bring their society to life as told to you in first person by Red Shuck of the First Folk

Don’t wait! Bring this legendary race into your game and show the world what they Fey can do!

Pages 23; Author Wendall Roy, Cover Image by Victor Ptitvinc

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4.80/5 (based on 4 ratings)

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Ever want to play as a Fey?

5/5

I wanted to give my players the option to play as a Fey, but I didn't think the gnomes or elves were close enough to what I wanted. Well, this product starts off with a first person introduction to the "First Folk" by a captured fey. After the enlightening read about the "First Folk", their was no doubt in my mind about how very different they were from any other race.

This is my first product from Rite Publishing, definitely not my last now either, and the information they provide beyond the fluff is extensive. Following the information standard to any race, a large selection of alternate racial features follows. Beyond this they provide a racial archetype for the Witch and Taskshaper.

The most interesting part of the race is their racial paragon class. The class design is very interesting, a D6, 6+, 1/2 BAB, light and simple prof, with good Ref. and Will saves. No spellcasting. This seems like a bad idea, but after running one for a little bit and talking it over with the player it works just fine. With a novice player, the staggering amount of choices may overwhelm them or lead to some poor choices that lack synergy, but not every class should have a high power floor. Sometimes it can be a nice challenge for a more experienced player.

If you want something more akin to fey than gnomes, and might like to bring fey closer to being adventurers and less something that adventurers kill, then this should work wonderfully for you.


5/5

To some Gnomes are the go-to fey folk but sometimes they don't cut the mustard because they are too normalized in the rules and don't have much crunch to match their fluff of fey origins. So I picked up In the Company of Fey when I wanted a race for a homebrew setting where fey people are important but wanted their fey-ness to be a huge part of the race.

The product delivers in a big way. It sets up a lot of fluff and mysticism (like many of Rite Publishing's other race products) Gives alternative racial traits, favored class options, race feats, archetypes and even a paragon class to make you more fey-like. There's a lot of love and detail given to this product and allowed me to introduce a fey race that had all the magic and mystery without overwhelming other races. It inspires characters and concepts and is a lot of fun. Five stars.

********
[edit]
Wanted to add a bit as I revisited this product after using it for a new campaign.

My general impression of the First Folk was ‘other elves’. Not necessarily in a bad way though. They’re a medium race with +2 to Dex and Cha with a -2 penalty to Wis. They get some defenses against illusions. When healed they get some extra HP, even when healing naturally, barring damage from cold iron. They can pass as humans much like Kitsune and can see through other hidden forms. They also get effectively low-light vision. This seems flavorful but unexciting but their alternate racial traits are very interesting making them basically a totally different race. This means that they are very variable.

The race comes with a racial archetype for Rite Publishing’s Taskshaper (appropriate) and Witch, some racial feats and also it’s own racial paragon class. The paragon class feels like a more streamlined Taskshaper in the sense that it’s a non wildshape shapeshifter. It does quite a few things but how well it stands up being a ½ BAB class with a lot of combat options and no spellcasting. Not that I don’t appreciate that it’s not a spellcaster, instead having its own slew of abilities. The abilities themselves feel like witch hexes. In fact a number of them could have been witch hexes. But keeping to themselves they serve to generate a fae flavor

Given that elves in Pathfinder and Dungeons and Dragons are very Tolkienized I have a hard time envisioning them as they are often described or relating them to elf lore I’ve read. I guess overall they’ve been demystified by being a core race. If I were to replace elves I’d replace them with the first folk here. They are variable and mysterious as elves seem. I am somewhat disappointed that they aren’t the tiny winged fairy type of fae but I am digging the more elvish type flavor. Although calling them ‘other elves’ is a bit unfair. Unlike the Eladrin in recent D&D publications these aren’t just a mere palette swap because they come from the faewild, they are oozing with flavor and mechanical diversity and like always with Rite Publishing the first person fluff brings things out and makes you really feel the race while keeping them mystical and mysterious.

Since I was compelled to use this in a recent campaign because they fit way more than elves do, both mechanically and flavorfully, I feel good about this product. I’ll give it 5 stars out of 5. Rite Publishing always puts so much care into their race books making them instantly mean something to a setting and make them capable of being unique voices that can be put in any world and this product is no different.


An Endzeitgeist.com review

4/5

This installment of Rite Publishing's "In the Company of"-series is 28 pages long, 1 page front cover, 1 page editorial, 1 page SRD and 2 pages of advertisements, leaving us with 23 pages of content, so let's take a look, shall we?

As has become the tradition of the series, we kick off with an aptly-written frame-narrative, this time even featuring a nice, disturbing poem - from the perspective of Red Shuck, we are introduced to two different origin myths - one brighter, one darker, both including nods to Auberyon, the fabric of dreams and tying superbly in with Rite Publishing's established canon - disturbing and whimsical, both are well-worth the read. Now physical-description wise, the First Folk have three distinct shapes - their "original shape", the human/elf-like "seeming" and the at times beautiful, at times disturbing "aspected form", which most First Folk consider their original form that reflects their nature. Born from the material of dreams, the first folk may create new individuals by giving up a part of their very being. Bonds with other races, their take on alignment and religion and their roles as adventurers and of course, nomenclature are covered as well in this supplement, featuring a selection of nice, flavorful insights into First Folk psychology.

Now crunch-wise, the First Folk gets +2 Dex and Cha, -2 Wis, +2 to saves versus illusions and may automatically disbelieve any illusions within 10 ft., are treated as both fey and humanoids with the shapechanger-subtype, heal +2 points when benefiting from magical healing and twice as many hit points from natural healing, but may not heal naturally damage inflicted by cold iron weapons and may assume the "Seeming" as a polymorph effect, a fixed humanoid form that can't be changed later. I assume at will, but unfortunately, the ability fails to specify the type of action that changing shapes is. Oh well, at least it does mention the effective spell level. They also get a special sight that works like low-light vision and automatically pierces seemings of other First Folk. The unique lack of aging in the prime material plane is covered thankfully in the age-height and weight-table as well.

Of course, we also get a wide array of alternate racial options: +2 Con and Dex, -2 Int or +2 Int and Cha, -2 Str would be alternate attribute modifier-sets and a total of 12 other ones await as well: From being better skirmishers, three arrays of minor spell-like abilities usable 1/day, a resistance to negative energy, darkvision and light blindness, improved DCs for curses and hexes, energy resistance 5, bonuses in the shade or fey-like resistances/immunity to sleep. you can also play First Folk that have been exiled or First Folk that may change alignment every level. The latter is particularly cool, though it also opens some questions: Does this alternate racial trait allow a First Folk to e.g. take a level as barbarian and next level, change alignment to lawful and become a monk? I assume that's not possible as per the text of the respective classes. Still, even if that's not possible, the trait is roleplaying potential in gallons - Seriously, think about the story-telling potential. This one is VERY fun!

We also get an array of favored class options, covering barbarian, bard, druid, ranger, rogue, sorceror, summoner and witch as well as the 3pp-classes shaman, time thief, taskshaper and luckbringer - all of which are nice and balanced.

Of course, there also are new archetypes for your perusal, first of which would be the Solstice Pariah for the TASKSHAPER! Yes, my favorite shapechanging class gets new fodder! These beings, cursed by Auberyon to become Taskshapers essentially blend the taskshaper and the new racial paragon-class contained herein - interesting archetype!

The Wild Hunter archetype for the witch gets a hound of the hunt as a familiar - complete with unsettling aura and may conjure forth steeds from the hunt and later even hunters in the guise of a wolfish spiritual ally -rather cool high-concept archetype here!

Now I've already mentioned the racial paragon class - which has no name beyond "First Folk Paragon" - a bit of a pity there. The class is not available for lawful characters and crunch-wise nets you d6, 6+Int skills per level, proficiency with simple weapons and light armor, 1/2 BAB-progression and good ref- and will-saves. Yes, no spellcasting. But let's take a look, shall we? At first level, the paragon chooses one particular aspect of the prime material plane - a total of 6 different aspects are there for the choosing. Each aspect comes with two skills that henceforth get an untyped bonus of 1/2 character level, min 1 and the aspect also offers a unique ability: Wild Empathy, Favored Terrain, environmental adaption versus deadly terrain/climates. Alternatively, one aspect allows for a sense motive check to " learn a creature’s biggest and most immediate fears and concerns. When this ability is successfully used on a shaken, frightened or panicked target, the first folk paragon also learns the target’s surface thoughts" - per se cool, but what do surface thoughts entail? As per detect thoughts? Is this a mind-influencing effect? It ought to be, I guess... Improved saves versus fey are offered by another aspect and a third allows for an emotional surge that nets + 2 to Str and Con, +1 to will-saves and -2 to AC like a barbarian's rage or alternatively gain +1 to atk, damage and skill-checks and can be maintained as a free action. It can be used 2xlevel+cha-mod rounds per day, but unlike a rage, a surge is a mind-influencing effect that does not impede concentration etc.

First Folk Paragons also get DR scaling up to 5/cold iron and at 2nd level and at every even level after that, the First Fold Paragon learns a fey power. Unless otherwise noted, the fey powers use a DC of 10 +1/2 class level + cha-mod if applicable and some, those marked with an asterisk, can only be used when is aspected form. Aspected Form? Yes, before I cover the Fey Powers in detail, let's take a look at the aspected form ability gained at first level: Depending on the aspect you've chosen, you'll also get aspected form abilities. Unfortunately, once again the pdf does not clarify which action the changing of forms is, just what level the polymorph effect to change shapes is. Depending n your shape, you get natural weapons (like claws, a bite or even hooves) or may even shape large swaths of terrain, potentially entangling adversaries or grant other creatures luck bonuses or penalties. Also interesting - one aspect form allows them to unleash specific bolts as a standard action that deal 1d6 (+1 1d6 for every two levels) and may deal either fire, cold or electricity damage. or nonlethal damage, which should be a bane to ranged fighters, as it affects the target with severe winds for a round. The effective spell level of this ability scales up to 9th and the damage to 10d6 at 19th level. I'm not a fan of this ability. Unlimited touch attacks are an unpleasant thing to contend with, even before adding in the elemental flexibility. That being said, the bad BAB and limited range keep me from breaking into one of my OP-rants. Still - a generous limit (like 2xclass level + cha-mod) would see me much more comfortable with this particular aspect form.

But back to the fey powers, shall we? Let's take a look at the captivating tail power - usable only in aspect form, the tail allows for the fey to fascinate nearby creatures, even so far as to have them follow you - Hameln's (or Hamelin in the English-speaking world) famous Rat-catcher, anyone? Especially since, much like the legendary flutist, there is no caveat of not following into dangerous areas... Another ability allows First Folk paragons to curse buildings to curse all who spend a prolonged time inside to be hounded by hostile animals -as a supernatural ability, which means no break curse. OUCH. Here would also be a good place to mention fey powers with a certain affinity - a total of 13 of the powers come with an affinity - for all intents and purposes, Paragons with the appropriate aspect for the affinity treat this particular power as if they were two levels higher. Have I mentioned the ability to actually EAT non-instantaneous spells? Enchanting dust (with mania-inducing and AoE-upgrades and even blindness + bleed damage/ undead-sanctums or aging foes as possible effects!), splitting into two (one of which is an illusion, but tangible enough for flanking), taking on the aspect of eldritch plants (6 different effects!), producing a confusion-inducing toxin, growing wings, poaching in the druid and sorceror-spell-lists (or rogue's sneak attacks or stacking benefits with bardic performances), additional prowess versus undead foes jumping impossibly high, highjacking curses or exploiting the law of sympathy between creatures (or creatures and objects) - the powers offer a complex and interesting array of options for first folk to pursue.

That's not all, though - starting at 3rd level and every 3 levels after that, the First Folk Paragon unlocks an ability called aspect endowment - these grant the first folk additional powers usable exclusively when in aspect form. Especially the environment-aspect endowment, which provides a vast array of different benefits depending on the terrain they find themselves in - neat!

At 7th level and again at 13th and 19th level, the First Folk Paragon also learns a type of spelltrick from either the sorceror or druid-list as spell-like ability. Starting at 9th level, the paragon also learns to create complex illusions (dubbed waking dreams) at will, fitting nicely with the theme of glamers. The capstone essentially allows for a type of immortality - only in the primal world can the character henceforth be permanently slain.

We also get 8 new feats herein - improved disguise via seeming (important in investigation/socially-strong campaigns), making your seeming blend in with the surroundings, making untrained knowledge checks, gaining bonuses versus those affected by polymorph effects (and even suppress them), gaining a sidhe-form or the skill bonuses (but not the other benefits) from a second aspect - all in all, solid feats.

Conclusion:

Editing and formatting are very good - apart from one ability being wrongly italicized and very minor glitches, I didn't notice any issues. Layout adheres to a beautiful two-column full-color standard with borders that reflect a nice old painting of nature. The artwork deserves special mentioning - while fans of Rite Publishing will recognize e.g. the artwork of Auberyon from Coliseum Morpheuon, but most of the artworks I've never seen before and they universally are beautiful full-color pieces. Impressive! The pdf is fully bookmarked for your convenience.

Speaking of impressive - author Wendall Roy has created a supplement here that is a joy to read indeed - the race per se is awesome and the racial paragon class complex. Half BAB, no spells, all tricks - can it work? Surprisingly, yes - but it's a class that REQUIRES careful deliberation: taking e.g. only the natural attacks will make you terribly ineffective. This class is all about smart playing and properly using the abilities, which in another class I'd often consider unbalanced - here, they are the tools that ensure survival. While I'm not sold on the unlimited ranged touch attack, the overall class, when run in my simulations, worked rather fine and offers intriguing roleplaying potential indeed without resorting to tried and true ability-suites. The taskshaper archetype is exceedingly cool to see, as is the glorious writing and in the end, my only gripes are that the alternate forms don't really do that much to influence crunchy abilities - a tighter synergy would have improved this even further. That, combined with the minor glitches here and there unfortunately keep this pdf from reaching the highest rating echelons: As written, I will settle on 4.5 stars, rounded down to 4 for the purpose of this platform.

Endzeitgeist out.


An RPG Resource Review

5/5

Opening in delightful style in the words of a captured fey, this work tells of the nature and culture of the fey as they themselves see it, for this enables you to make fey characters should you wish to take these enchanting yet often foul and grim beings out of the realm of the 'monster' to mix with an adventuring party.

Here we read of how fey have three different forms: their natural one, their 'seeming' and another unique one which is the monstrous aspect, the appearance of which gives rise to tales of boggarts and wil'o'wisps and the like. The 'seeming' is the one used to walk amongst normal folk and can look like a human or an elf. There's plenty more detail too about fey outlooks and behaviour and attitudes.

Then we get down to the rule mechanics of creating a full-blown fey character. There are racial traits galore, favoured class options and a couple of archetypes which go some way to giving background to just why a fey has chosen to live in mortal realms long enough to take up adventuring. Also there is a 'paragon class' that blurs the lines between race and class for those seeking to be the epitome of a fey. Truly potent beings, a paragon fey is a force to reckon with... treat with care lest one unbalances your game. But with a strong role-player this could be intriguing indeed.

The product rounds off with a collection of feats for fey alone. This is a fascinating concept - stories abound of fey coming to live amongst mortal men. Now you can make this happen at your table!


Webstore Gninja Minion

Now available!


Thanks Liz!

Here is a full-sized free preview!


Our first review 5 our of 5 Stars! WooT! snoopy happy dance :) Thanks Megan


Oh hell yes, going my cart after my bank deposit Monday.


Thanks for the review, Megan, glad you enjoyed it!


It sounds good and I'm contemplating getting this soon. I'd also like to complement the artist who did the cover. It's well done.


Mythic +10 Artifact Toaster wrote:
Oh hell yes, going my cart after my bank deposit Monday.

We appreciate it :)


nevermind bank closed, I meant tomorrow ;)


Dotting for next group of purchases. I am intrigued!


This one is a must have on payday. :D


In the four years since I switched to PFRPG, I have never wanted anything more than I now want this book.

(Unfortunately, I have a ton of other reading material to get through before I can allow myself to buy this. Darn myself for buying too much!)


1 person marked this as a favorite.

Buy now, read later ;)


I just got the book last night. It's awesome, and I'll do a review, but on first read the class seems WAY too weak. D6 hit point, 1/2 BAB, 2 good saves, doesn't seem like enough. I compare classes to level 5 and 10 Rangers ad Sorcerers, and this class gets crushed by either. Even the lowest tier classes feel more powerful. Am I missing something ? I have a player that wanted to use this ( that's why I bought it ), and my gut says make it D10, full BAB.


I'm glad you enjoyed it! As for the balance of the class, there are a number of subtleties going on that bely the skeleton (HD, BAB, Saves, etc) of the mechanics. I recommend tinkering with it and trying it out in actual play. No matter what aspect you're building around, it will play more like a hybrid class than a ranger or sorc.

On that note, if you or anyone else wants to PM me detailed feedback of a particular build in play I'd love to hear it!


Right, but I don't see how it will keep up with them. We are playing tomorrow, I'll see how it works and post again.


Did some playing around with builds today, and some really cool options are possible. I especially like that you can make a fey Warlock easily. This class definitely takes some mastery to build. That said, I still don't think half bab works here, without full spell casting. My player is going to run it D8 and 3/4 bab for a few sessions, and we'll see.


Fun. Your Fey and Medusa products are fun. That's all I have to say that hasn't been said. Can't wait to see what other monsters will be in our company.

Most likely installments:

*Genies
*Yetis/Sasquatch/Bigfoot
*Formians (Bestiary 4)
*Swanmaiden (Bestiary 4)

The Formians would be the most interesting. The Taskmasters could be a Bard archetype, and the Myrmarch could be the racial paragon class.


1 person marked this as a favorite.

Actually what we are considering is In The Company of Dragons. :)


Rite Publishing wrote:
Actually what we are considering is In The Company of Dragons. :)

._. Wait what? I gotta be honest here:

On one hand...cool. On the other hand...

Considering Kobold Press already has a decent dragon race and how much everyone lost their minds when the dragonborn were released in 4th ed...you might as well be playing Russian Roulette with a Cold Iron Revolver +5 with four out of six chambers loaded.

Let's do it!


TheDisgaean wrote:
Rite Publishing wrote:
Actually what we are considering is In The Company of Dragons. :)

._. Wait what? I gotta be honest here:

On one hand...cool. On the other hand...

Considering Kobold Press already has a decent dragon race and how much everyone lost their minds when the dragonborn were released in 4th ed...you might as well be playing Russian Roulette with a Cold Iron Revolver +5 with four out of six chambers loaded.

Let's do it!

It won't be draconic huminoids, it will be playing dragons.


Rite Publishing wrote:
TheDisgaean wrote:
Rite Publishing wrote:
Actually what we are considering is In The Company of Dragons. :)

._. Wait what? I gotta be honest here:

On one hand...cool. On the other hand...

Considering Kobold Press already has a decent dragon race and how much everyone lost their minds when the dragonborn were released in 4th ed...you might as well be playing Russian Roulette with a Cold Iron Revolver +5 with four out of six chambers loaded.

Let's do it!

It won't be draconic huminoids, it will be playing dragons.

0________0 What manner of heresy is this?

A Thundering Flaming Burst Seeking Shock Cold Iron Revolver +5...with five out of six chambers filled.

Seriously, that's a ballsy move. Quadrupedal, reptilian behemoths with innate magical ability that are usually Large by the time they're of adult age. Even with the obligatory paragon class, you'd need to take into account base size, spell-like abilities, how innate abilities would work with class abilities, quadrupedal armor and weapons (Dragons with axe/club heads on their tails and taurian horn blades wearing horse-like barding would be epic!), and don't get me started on how to blend the lore and numbers in a way that makes beautiful sense like Minotaur, Giants, Gargoyles, etc. Not to mention balancing the different metallic, chromatic, primal, imperial, and outer breeds should you choose to use them.

I don't want to discourage you guys (In fact I whole-heartedly support this plan!), but you're treading on EXTREMELY thin ice. Make sure you playtest this VERY! THOROUGHLY!


1 person marked this as a favorite.

If "In The Company of Dragons" sees the light of day, I'm totally buying it.

Play to win!


Lohan wrote:

If "In The Company of Dragons" sees the light of day, I'm totally buying it.

Play to win!

What he said. I gotta see how THIS is handled.


I would will totally buy in the company of dragons...but would you rite ever do in the company of celestials or fiends?


Yeah...I'd buy that for sure.


Its funny, in a way we have already done stuff similar to this with In The Company of Giants, Paizo has done this is the pages of Dragon Magazine, and we also did this in The Secrets of Renegade Archetypes, doing the Drakker archetype for The Dragonrider, but again that is a humanoid who can turn into a dragon.

It might be neat though to do our first open playtest.


Rite Publishing wrote:

Its funny, in a way we have already done stuff similar to this with In The Company of Giants, Paizo has done this is the pages of Dragon Magazine, and we also did this in The Secrets of Renegade Archetypes, doing the Drakker archetype for The Dragonrider, but again that is a humanoid who can turn into a dragon.

It might be neat though to do our first open playtest.

So you have experience with it. Good.

Also, you might want to take a look at Novus Draco. You might get some ideas for some interesting "dragon talents".


Let the strategy meeting for "Third Great Dragon PC War" begin!


Teiidae wrote:
I would will totally buy in the company of dragons...but would you rite ever do in the company of celestials or fiends?

A good idea would be to make them racial paragon classes for aasimar and tieflings, with various talents or archetypes for angels, archons, azata, demons, devils, daemons, divs, kytons, garuda, peri, etc.


If you playtest "In The Company of Dragons" I want to sign up.


It will be an open playtest, Wendall has the green light on it, and a lot of time to work on it as this will be a big one.


Rite Publishing wrote:
It will be an open playtest, Wendall has the green light on it, and a lot of time to work on it as this will be a big one.

I've started up a thread about it. It sounds like people are hoping for a "Council of Wyrms" style hoard system.

For those unfamiliar with it, dragon PCs set up their own treasure hoard and each gp invested in it grants XP. If treasure is stolen from the hoard, you lose XP until it's replaced or recovered.


Any word on when the "Dragons" playtest will be kicking off?


After the Advanced Class Guide playtest is over, but right now Wendell is still working on a 1st draft so I don't have a date yet.


Reviewed first on Endzeitgeist.com, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop. Cheers!


Thanks for taking the time to review, glad you enjoyed!


Thanks for the review End!


I finally got my greedy little hands on this book. Even without reading it thoroughly, I see lots of intriguing options.

I noticed that page 12, under Seasons: Storm Strike, describes an attack a first folk paragon can make. I'm pretty sure that this may only be used a limited number of times per day, and that the formula for determining that number got lost in the editing. I'm guessing 3 plus your Cha modifier?

(After writing out the question, I noticed Endzeitgeist's review's mention of "the unlimited ranged touch attack". Maybe it wasn't a mistake?)

Also, I don't know if you revise your PDFs, or have errata documents, but if you do, I should mention that page 17, under Primal Strike, describes an attack "that deals 1d6 points of damage, plus 1d4 additional damage for..." I'm sure that was meant to say 1d6 additional damage.

And in page 15, under Fey Wings, "...is a swift action" should be "...as a swift action."

Again, I didn't read it thoroughly, but those couple of typos happened to leap out at me.


Just picked this up to play as a First Folk in a game here on the boards, and the Paragon class is so awesome, and interesting.

Question though: There's no favored class bonus for them, which is kinda lame, as that means they only get a skill point or hit point, vs the fun the other classes could choose from.

Any suggestion for a paragon FCB?


Aaron Bitman - Sorry, I just noticed your post from Feb. Storm Strike does not have a limited number of uses per day; that is intentional. Thanks for pointing out the two typos, primal strike indeed scales up with 1d6s. I'll mention them to Steve if there's ever an update or a print compilation of the In the Company of series.

Monkeygod - glad you're digging the paragon class! I don't think any paragon classes from the In the Company of series have unique favored class bonuses. Each paragon class uses unique rules and is only accessible to one race, so personally I'm not sure if there is a need for a paragon FCB. The main purpose of racial FCBs is to make a class have thematically different options by race, and a paragon class by its very nature already does that. If Rite decides to do a print compilation of the series, however, I'll make sure the idea at least gets mentioned.


Thanks!


WRoy wrote:


Monkeygod - glad you're digging the paragon class! I don't think any paragon classes from the In the Company of series have unique favored class bonuses. Each paragon class uses unique rules and is only accessible to one race, so personally I'm not sure if there is a need for a paragon FCB. The main purpose of racial FCBs is to make a class have thematically different options by race, and a paragon class by its very nature already does that. If Rite decides to do a print compilation of the series, however, I'll make sure the idea at least gets mentioned.

Yes but I did do some in Pathways articles. Though I did not do them for the Paragon Classes, it skipped my brain I probably should/could have (Parts of that series predates the mechanic.)

Paizo Employee Design Manager

Picked this up a while ago and never got around to saying:

I absolutely love the Wild Hunter, mechanically and thematically, and it's way, way up there in my favorite materials by anyone, not just 3pp, but anyone. It's pretty much the only thing that will get to play a witch (I get how good they are mechanically, but the fluff generally just doesn't do it for me).


Well shucks, thanks. That archetype came together very quickly in a bout of inspiration, glad you're getting as much enjoyment as I had designing it.

Paizo Employee Design Manager

WRoy wrote:
Well shucks, thanks. That archetype came together very quickly in a bout of inspiration, glad you're getting as much enjoyment as I had designing it.

Cheapy and I were having a conversation about Convergent Paths and how in my group Masquerade Reveler = Barbarian Skill Monkey when I mentioned how much I loved the Wild Hunter (I had mistaken which Rite .pdf it was located in). He reminded me how important it is to let people know when you appreciate their work, soooo.....

Yeah. For me personally, the Wild Hunter archetype pretty much is the witch class, or at least the only witch that will have my name on the "Player" line fo the character sheet, assuming I don't some day stumble across something equally awesome.


Ssalarn wrote:
WRoy wrote:
Well shucks, thanks. That archetype came together very quickly in a bout of inspiration, glad you're getting as much enjoyment as I had designing it.

Cheapy and I were having a conversation about Convergent Paths and how in my group Masquerade Reveler = Barbarian Skill Monkey when I mentioned how much I loved the Wild Hunter (I had mistaken which Rite .pdf it was located in). He reminded me how important it is to let people know when you appreciate their work, soooo.....

Yeah. For me personally, the Wild Hunter archetype pretty much is the witch class, or at least the only witch that will have my name on the "Player" line fo the character sheet, assuming I don't some day stumble across something equally awesome.

Skill monkey was definitely one of the builds I intended for the reveler (and there's some interesting support for that build in Secrets of the Masquerade Reveler too!)

One of these days, I bet someone will make an all-Rite fey campaign with all PCs from the classes from In the Company of Fey and Convergent Paths: Fey Archetypes, and maybe a Taskshaper too for good measure (though whether or not that would step on toes would depend on the Reveler's build).

Paizo Employee Design Manager

Rogue Eidolon wrote:

Skill monkey was definitely one of the builds I intended for the reveler (and there's some interesting support for that build in Secrets of the Masquerade Reveler too!)

One of these days, I bet someone will make an all-Rite fey campaign with all PCs from the classes from In the Company of Fey and Convergent Paths: Fey Archetypes, and maybe a Taskshaper too for good measure (though whether or not that would step on toes would depend on the Reveler's build).

Cheapy laughed out loud when I said "Barbarian skill monkey", but frankly I think that d12 hit die, full BAB, and connections with the fey court are pretty much the standard by which we judge all future applicants for the skill monkey position in our group :P

There's nothing quite like a guy disarming a trap, picking a lock, and then swapping his masque out Bleach style to bust through the door with claws and fangs bared and eviscerate the enemy.

Skill monkey was actually the very first thing my group thought of when we saw the archetype. Natural attack options were like a distant second consideration when we started running out of ideas for masques to provide skills and abilities like flight and/or water-breathing.


Ssalarn wrote:
Rogue Eidolon wrote:

Skill monkey was definitely one of the builds I intended for the reveler (and there's some interesting support for that build in Secrets of the Masquerade Reveler too!)

One of these days, I bet someone will make an all-Rite fey campaign with all PCs from the classes from In the Company of Fey and Convergent Paths: Fey Archetypes, and maybe a Taskshaper too for good measure (though whether or not that would step on toes would depend on the Reveler's build).

Cheapy laughed out loud when I said "Barbarian skill monkey", but frankly I think that d12 hit die, full BAB, and connections with the fey court are pretty much the standard by which we judge all future applicants for the skill monkey position in our group :P

There's nothing quite like a guy disarming a trap, picking a lock, and then swapping his masque out Bleach style to bust through the door with claws and fangs bared and eviscerate the enemy.

Skill monkey was actually the very first thing my group thought of when we saw the archetype. Natural attack options were like a distant second consideration when we started running out of ideas for masques to provide skills and abilities like flight and/or water-breathing.

I'm surprised he laughed out loud. We knew from the start that the concept was for a really McGyveresque character who can do the sort of thing you describe (with several analyses of the uses for utility and some sample skillish masks). Maybe you said it in a funny way :p Of course he's a solid dev, so his first concern was whether it could become some natural attack monstrosity, so I ran all the numbers in comparison.

But we should let this thread be about Wendall's (awesome) In the Company of Fey. Let's continue this discussion in the Secrets of the Masquerade Reveler thread here! (I'm going to crosspost this there)


HERO LAB

In the Company of Dragons & Fey Hero Lab Files have been sent off to Lone Wolf Development for final review. They will be sold together for $9.99.

I will let you know the release date when LWD lets me know, I expect July 1st at the earliest.

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