In The Company of Dragons Expanded (PFRPG)

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You Know You Want to Play A Dragon!

Not a half-dragon, not a reptilian humanoid, but a DRAGON!

Come and find out if those who meddle in your affairs are crunchy and good with ketchup. Level up as a dragon and grow to the size of a house, breath fire, (or other energy types), struggle for territory, win prestige amongst dragons, slay giants, rule the sky, and embrace your true draconic essence right alongside all the other player characters.

This expanded version includes all the content from the original In The Company of Dragons, revised and expanded with a hoard of new content, including:

  • New Archetypes - the stormclaw (magus) and wardrake (war master), as well as a new horrific undragon, the defiler of lairs (hellion)
  • Draconic Heroes - this multi-class archetype is now compatible with all the hybrid classes from the Pathfinder Roleplaying Game Advanced Class Guide!
  • Draconic Exemplars - the paragon class now offers a staggering array of class ability options, including new draconic essences that cover virtually any type of dragon and draconic flair, a new type of draconic weaponry from the mind of Steve Russell that grants spell-like abilities of your dragon type.
  • Outer Dragons! Linnorms! - you asked for them to be added, and we obliged.
  • The Lost Isles! - complete details on our all-dragon campaign setting, its geography, inhabitants, history, politics, adventure hooks, and the servants of Oblivion known as the undragon. Full stats and descriptions are also provided for the Elder Voices and other dragons of note. A complete setting on its own, the Lost Isles can also be tied into Questhaven or any of your other favorite campaign settings.

But that’s not all! Thanks to the wildly successful Kickstarter campaign and much love from our fans, we are proud to provide you bonus content from an amazing list of guest authors:

  • Legacy of the Lost - a scripted sandbox adventure from ENnie Award-winning author Ben McFarland set within the Lost Isles, designed to take dragon PCs from 1st to 6th level.
  • Mythic Dragons - Jason Nelson of Legendary Games brings his expertise with mythic rules to the Lost Isles, including rules for mythic paragon class abilities and mythic dragon feats.
  • Psionic Dragons - Jeremy Smith of Dreamscarred Press adapts the draconic hero archetype and draconic exemplar paragon class to Dreamscarred’s popular psionic rules, plus offers new psionic archetypes, favored class options, and dragon feats.
  • Dracomancers and Dragonriders - Based on ideas from Owen K.C. Stephens and Steve Russell, Wendall Roy outlines a home within the Lost Isles for these two classes from Rogue Genius Games, and details two archetypes - the spirit-bonded rider and the spirit-bonded theurge - that allow dracomancer and dragonrider characters to adventure with dragon PCs.

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An review


The massive expansion hardcover of „In the Company of Dragons“ clocks in at a massive 199 pages, 1 page front cover, 1 page editorial, 1 page ToC, 1 page SRD, 1 page back cover, leaving us with194 (!!) pages of content, so let’s take a look!

This review was moved up in my reviewing queue at the request of my patreons. It was further expedited by me receiving a print copy.

All right, so we begin with a massive foreword by Bill Slavicsek, original author of the by now classic Council of Wyrms…and then we dive right in. Okay, usually, I assume a degree of familiarity regarding the “In the Company of..:”-series, mainly, because it is by far the best monster-playing option series out there for any d20-based game. Yes, I’ll stand by that. Since this book is a massive hardcover expansion of the original content, it must be considered to be special. Let us be a bit more in-depth.

So the first thing you’ll note upon starting to read this massive tome, particularly if you’re new to the series, is that this does not read like your average splatbook: Rite Publishing employs a cool framing narrative, wherein Qwilion of Questhaven requests members of specific species to talk about their own race; we basically get the inside scoop, and this is amazing for a couple of reasons. In the hands of a talented author, this inadvertently means that we get a glimpse at the psyche, biases and Weltanschauung of the respective races featured, one that goes beyond what we’d otherwise receive from a neutral depiction. As an aside, this also makes paragraphs that many readers are likely to skip in other publications a joy to read – this book is no difference and does not read like a phone-book of stats, but rather like a compelling, intriguing glimpse at draconic psychology.

These write-ups, obviously, also tap into creation myths and an often delightfully positive view of physical descriptions. Qwilion’s draconic correspondent, Thunders in Defiance, for example, wastes no time mentioning how the draconic form is the crest of royal houses, a symbol of destruction and majesty. These are little components that accumulate, enhancing the profile we have of the race: When e.g. the dragons tells us about how a clan of Taninim (that’s the name of the dragon-race herein) consumed a divine clam, losing their wings and becoming compelled to organize the world as a potential origin story for imperial dragons, I couldn’t help but smile at the compelling mythweaving. Now, beyond these components, we also learn, in depth, about the structuring paradigms of the taninim society in the Lost Isles, the backdrop/setting that houses them – more on that later; for now, let it be known that taninim differ in a couple of key aspects from regular dragons, but fret not: This does NOT mean that they are anything short of majestic apex predators. The Lost Isles is what I’d call a tie-in mini-setting; much like the Plane of Dreams or the Shadowplane, it allows for easy plugging into another campaign setting and its presence explains why few folks had heretofore heard of the taninim.

Anyways, the reputation of a taninim is important and the pdf explains the various grand rites of the race – these are relatively rules-lite rituals that account for example for banishment, challenges, changing alignment, etc. The acquisition of names and titles is also a big deal, with additional, grandiose titles gained…and there is a rite that governs basically a mating ritual of the otherwise mostly asexual taninim, who btw. also can change sex. These entries do codify their effects in proper rules-language, just fyi, so yes, while flavorful, they also carry game-mechanics with them that make their success or failure relevant in game-terms.

It should be noted that alignment changes may actually yield a painful process in which the character gets new scales, and the extensive discussion also delves into taninim religion and the psychology of hoards and lairs – territory is important. Now, it should be noted that chromatic/metallic distinctions are not *necessarily* color-coding All right, I know, I’m waffling – so let’s take a look at the rules-chassis, shall we?

Tanimin are dragons, receive +2 Con and Cha, -2 Dex, are Small, receive regular movement, can use manufactured weapons et al (at a -2 penalty) with their claws (secondary, base damage 1d3), receive darkvision and low-light vision, are immune to sleep and paralysis, can glide, receive +1 atk and +2 AC versus dragons as well as +2 to saves versus SPs, spells, etc. of such targets and +2 to Knowledge (arcana) to identify dragons. They also get a properly codified natural primary bite of 1d6 +1.5 Str-mod; Their hide yields +2 natural AC, but their form requires special armor. They increase ACP by 2 and suffer the same amount as a penalty to atk when wearing one; oh, and they reduce their maneuverability by one step when wearing armor while flying. They also get a +2 racial bonus to Perception and Sense Motive. Taninim are quadrupeds, receiving modified slots (armor, belt (saddle only), chest, eyes, headband, neck, shoulders and wrist. Armor costs are doubled, but they get a greater carrying capacity, depending on size, as well as the usual +4 to CMD versus trip and overrun.

Alternatively, they can elect, racial ability modifier-wise, for +2 Str and Con, -2 Int, +2 Dex and Cha, -2 Wis, or +2 Wis and Cha, -2 Dex. Among the alternate racial traits. Beyond these, we get alternate racial traits. It should be noted that the alternate ability arrays are not simply that – instead, they are tied to certain types of flavor and additional benefits – the Dex and Cha-boosting option, for example, comes with Tiny size and sports only a 20 ft. base movement rate, but also provides a fly speed from the get-go. Yeah, in case you didn’t know that already, we’re talking DRAGONS right here; I’m not going to complain about the first-level flight here. If you’re reading this book, you’re not going for a gritty low-fantasy game where that would become overly intrusive. There is a trait to use Wisdom instead of Intelligence for Knowledge skills where the character has at least 1 rank. +2 concentration, better giant killing (+1 to atk, +4 to AC), being a Lung dragon, immunity to altitude sickness and no lost Dex-bonus when climbing; better aerial combat, toxic blood and spiny hides complement this array. The alternate racial traits contain meaningful tweaks beyond their mechanics.

The race also receives a couple of favored class options -barbarian, druid, fighter, magus, monk, paladin, ranger, sorcerer, taskshaper and war master are covered. Before I delve into the respective archetypes provided, let's not mince words so far - the taninim are strong. On a cosmetic level, the slight feature-bloat and two alternate attribute-sets that gear the race towards caster/martials are not something I'm overly fond of. Still, generally, the race itself can be considered strong, but manageable. It should be noted that we get tables denoting sizes by category, which is really neat.

Now the racial paragon-class is the draconic exemplar, which covers 20 levels, nets the taninim full BAB-progression, 3 good saves,d12 HD, 4+Int skills per level, no proficiencies apart from natural weapons. The taninim also receives a draconic essence - each of which provides one type of scaling energy resistance, a color, a breath weapon type and a unique compulsion, which always remains hard for the dragon to refrain from doing - which fits in thematically nice with the overall theme of draconic types. How many do we get in the expanded edition? Well, not “just” 20 as before…but rather than that 4+ pages of them!! Twice as many as before! And yes, these include trifling dragons, zealots, primeval ones, etc. Upon taking level 1 in the class, claws are upgraded to primary weapons and 1d4 damage. (The claws and how they work are one of the changes in this expanded version.) And yes, the role of e.g. linnorms in the context of the Lost Isles is covered.

Additionally, at 1st level, 7th, 13th and 19th level, the draconic exemplar can choose draconic weaponry - these can be used 1/2 class level + Con-mod times per day. Rather interesting - if applicable, their save-DC is governed by either Con or Cha, depending on the ability. They include fascination-inducing gazes, bolstering oneself against assaults, blinding gusts of wind, receiving the breath weapon associated with the chosen essence, elemental aura, charging through allies, enemies etc. The iconic whirlpool of bronze dragons, faerie dragon euphoric gas, frightful presence, spellcasting, roars, rampages, channel energy, retributive attacks after crits…and at higher levels, growing additional claws or even a second head can be gained thus – and yes, before you ask, draconic essence requirements prevent combining these two – thankfully! And yes, e.g. death curses by linnorm-y subtype are provided for your edification…if your PC falls, at least the enemy will suffer…There also is a sub-category of draconic weaponry that almost takes up 5 pages on its own, the draconic flair, which allows for the use of draconic weaponry uses to power SPs, with 1st, 7th, 10th and 13th level unlocking new options. Some of these sport unique tweaks to the SPs; zealots get their own unique abilities here; minor hiccup: The 13th level ability states 10th level in its explanation, but it is pretty evident what the intention is.

Additionally, at 2nd level and every 3 levels thereafter, the exemplar receives a draconic defense, which is chosen from its own list - rerolls versus sonic/language-dependent spells, evasion while airborne, all-around vision (at higher levels) spell resistance (even reflective one!), 1/day save-rerolls (upgrades at higher levels), scaling resistance to negative energy, an aura of slowed time (class level rounds per day), scales that apply ½ natural AC to touch attacks (does not stack with other such abilities, thankfully) - quite an array of iconic tricks here. High-level swimming through lava can be found alongside fast healing, which thankfully sports a daily maximum cap, preventing abuse. A blinding aura, fortification, nictitating membranes (called “nictating” here), being breath-less – you can basically make very linnorm-y or esoteric-style dragons – the expanded section provides a serious array of unique tricks.

This is not everything, mind you: We receive a third list of special abilities, the draconic gifts. These are chosen at 3rd level and every 3 levels thereafter, they are also governed by Con or Cha, depending on the ability. These gifts usually require a specific draconic essence to pull off - without access to energy (acid) and a corresponding breath weapon, you can't make pools of acid, to give you an example. Most of these provide alternate uses of draconic weaponry and similar tweaks. Here, we can find high-level adamantine claws, the option to use two heads (if you have them) more efficiently, adding an auto-trip on a failed save to the breath weapon…and e.g. lacing the breath can be found.

Now, it is pretty awesome and something I’ll get back to later, but the book makes, courtesy of stretch-goals, use of quite a few amazing supplements: If you’re like me and like the time thief/warden-classes by Rogue Genius Games, for example, you’ll enjoy seeing the option to learn a bit of time-dabbling via aevum here. Blindsense and forming a potent living bottleneck in cramped conditions is another cool trick – after all, you are bound to explore dungeons sooner, rather than later, right? Camouflage, capsizing vessel, various gaseous weapons, poisonous chrome crystals, magnetic pulses, crushing foes, summoning temporary crystal balls, flinging foes…and have I mentioned basically bleed added, clinging napalm-y breath, oozing ice breath, no penalty to Perception while asleep, partial bypassing of energy immunity/resistances, touching spirits with claws, starflight, rending armor asunder, sweeping breath weapons…and yo know you want to unleash a tungsten sandstorm, right? How many of these do we get? Well, I only touched the tip of the iceberg here – more than 15 pages (!!!) of these gifts are included. Yes, you heard me. This is vast. It should also be noted that the array of gifts available often taps into the respective essence and other class options, generating specific progressions based on prerequisites that prevent OP combos…but rest assured, even a moderately capable player will get something rather cool out of this section.

10th level provides spell-trigger/completion items as though a sorcerer/wizard, using class level as caster level.

But we’re Small! That sucks, right? Well, here's where dracomorphosis comes into play - gained at 4th level, this one nets you size increases, secondary wing attacks (or primary gore for Lung-dragons), AC and attribute bonuses - and flight. Dracomorphosis is gained every 4 levels thereafter, allowing the taninim to grow to Gargantuan size at 16th level - the race also reduces Dex during the size-increases and receives tail sweeps, crushes etc. Which is damn cool, granted...but what happens if Dex drops to 0? No, I'm not kidding - with a total reduction of -8 to Dex, this is a real possibility. And yes, I am aware of how this sort of thing is usually handled with monster-advancement, but the point remains that this pdf ought to have tackled this particular issue. I am also a bit disappointed here, for this issue already cropped up in the original version. The capstone is, of course, the final great wyrm apotheosis.

The book also contains no less than 3.5 pages of feats, with the options to swallow snatched foes, changing spell damage a limited amount of times per day to mirror the breath weapon, one that helps capture foes alive and the usual “additional class feature”-feats. More guardians for the lair, high-level appendage serving , etc. – quite a cool, if potent array. The section also contains suggestions for monster feats suitable for the taninim.

Now the archetypes - first would be the draconic hero - an archetype that allows a taninim of any class to gain draconic essence and grow via Dracomorphosis at the cost of some class abilities usually gained - as a massive multiclass-covering archetype, the abilities replaced vary from class to class, including Rite’s taskshaper and RGG’s hellion and war master classes, as well as the ACG-classes among the supported classes. No occult classes support, though. This archetype is very much a required component of the book, for it provides means for various different draconic PCs to further diversify the party’s portfolio without compromising the integrity of the classes and balance.

Speaking of hellions, a new archetype herein would be the defiler of lairs, which necessitate that I elaborate on a crucial flavor component of the Lost Isles – you see, there is the Well of Oblivion, an almost cosmic-evil level source of power and corruption that can taint the dragons to become what they call “worms”, undragons; the spiteful corruption of all dragonkind. And you wondered why dragons reacted so picky when not called “wyrm”, as proper…Anyways, the ultimate representation and a sort of satanic adversary for dragonkind would be the White Worm, tapping obviously into the literary tradition of the conqueror worm imagery. The defilers are tainted dragons with a slightly modified patron spell list and 1st level yielding the White Worm’s taint, modifying the basic combat capabilities and form of the defiler of lairs, replacing the bonded object ability. Instead of 8th level’s hellion talent, we get an aura that can suppress luck bonuses as well as better combat capabilities while, bingo, assaulting lairs.

Part II of my review can be found here!