Convergent Paths: Fey Archetypes (PFRPG) PDF

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Come and see the true power of fairy tales!

The Faerie Knight cavalier archetype makes you a stalwart champion of the faerie realm who rides a mystical fey mount, while gaining the ability to call upon the fair folk for inspiration rather than relying upon tactical genius. This allows you to charge into the rescue while maintaining the otherworldly sense of enchantment offered by your connection to the Primal World.

The Laughing Man monk archetype replaces the physical martial arts of the east with the wily arts of the fey, allowing you to confound your foes with clever word play and lay them low with the force of your words. It is a truly unique take on the traditional master of the martial arts.

The Masquerade Reveler barbarian archetype allows you to take on the wild and unpredictable aspects of the realm of the fey when you rage using eidolon evolutions, offering you unmatched versatility while still remaining effective both in and out of combat.

All of this is backed up by a collection of new feats that support these archetypes along with a the Gancanagh a fey inspired by irish mythology who manipulates both mind and body with enchaning music and an addictive touch, providing game masters with a truly unique challenge to surprise players with.

Pages: 11
Author: Mark Seifter
Cover Illustration: Kevin Ksottam

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5/5

I am associated with Adventureaweek.com, were I operate as the main PDF monkey. My reviews are written with a desire to remain unbiased as many of the designers, writers, artists and publishers are considered friends to me. Having said that I am first and foremost a reviewer, and in respect to these people and their product I intend to evaluate this product honestly and fairly.
Originally posted to http://thoughtswithbrokendice.tumblr.com/

Convergent Paths Fey Archetypes weighs in at 16 pages (2 ads, the OGL, cover and credits) with 11 presenting us with new material. Three new archetypes connected to the fey, along with a new monster and a handful of feats are introduced here. Format follows the standard dual column layout, with several pieces of artwork interspersed throughout the book, with several of them being very good pieces.

Opening this with the Faerie Knight (Cavalier), a knight in allegiance and loyalty to a fey or full court of fey. The write up for this archetype made for a great read, as it is presented in the form of a conversation between a knight named Tristan, his mount Meliodas and the writer of this journal, the interaction between the knight an his mount are hilarious. So, what makes this cavalier worth playing right? Well, to be honest, the mount. The mount adds the template for a few creature, with a series of progressive abilities, that make this far more than just a simple means of getting around. When connected the rider and mount can cast a small list of spells (dancing lights, faerie fire, etc.), with the mount being the anchor for the caster numbers and such, along with any concentration checks required, freeing the knight to keep their attention on other things. The mount also gains the ability to be sent into the realm of faerie seeking aid for its rider, bringing the aid as in a successful summon nature’s ally V. Not to mention that being a loyal subject to the faerie the knight works for offers them a level of respect when dealing with fey, as much as one can hope for those chaotic interactions to go well, lol.

Second to the party here would be the Laughing Man (Monk). This archetype presents the first editing hiccups, but they are simply text line justifications (those weird spacing blanks that happen in a justified column of text). There are only a few of them, and they truly don’t affect the product enough to be more than a minor distraction, in other words, I am mentioning them more so that when you read through this book for yourself you don’t find them and wonder what the heck, lol. So, moving on…the Laughing Man offers up an interesting archetype that has taken the concept of words hurt to a whole new level. Short story breaks down to this monk can weaponize his words through a combination of skills and abilities, choosing to do damage as per sonic attacks with their spoken words. I can see a lot of potential here for a very cool character or two, but would require a player willing to make the character worth it in combat. Well worth the effort I believe though.

It takes us to the Masquerade Reveler (Barbarian). One of the most alien thing on dealing with the fey and faerie in general are that our perceptions as humanity, or the mortal world, are constantly shifted and skewed due to their nature. They have the capacity as fey to alter their looks and hide behind various masks and forms, leaving us wondering who and what it is we are dealing with. This archetype seeks to perhaps bridge that, in the form of one who has been touched by the realm of faerie and came back not entirely whole, but far from broken either. The easiest way to shorten this is to say that the Reveler operates at their own eidolon. A rather specific eidolon, but none the less. Using this ability they gain the ability to mask themselves much as the fey can, fueling this ability with the standard rage of a barbarian…yeah, let that stew for a minute. A very cool concept of what one can do with a barbarian outside of the typical “Thunk! Kill!”.

Seven new feats are presented, with perks for the mentioned archetypes, with two feats for the Faerie Knight and the Masquerade Reveler, and three for the Laughing Man. The Gancanagh closes us out this time, as a new fey monster. Appearing as an extremely attractive individual, with all the charm required to seduce anyone who catches this fey’s attention, it tends to keep the deck stacked in its favor with an excretion from its skin that is addictive (known as Gancanagh’s Kiss presented after the monster entry). Add to this its Mindbender and Sweet Nothings ability this fey will keep a mortal entranced for hours conversing for its entertainment. Not exactly a malicious creature by intention, but the extremely different skew the fey place on the mortal world makes any interaction with a creature with the ability to force anything to entertain it for fun runs the risk of ending bad. Supplied with hooks and a sidebar detailing some of the real world mythology for this fey.

So, checking over the score sheet here, the one thing that stood out was only truly the justified lines, which I am not going to hold against this product. The archetypes all bring to the table their own flavor, with suitable dressings of that taste of fey influenced to them. Looking for some fey affected archetypes this product does a very good job, and would be a worthy purchase at five stars.


An Endzeitgeist.com review

4/5

The second installment of Rite Publishing's Convergent Paths-series is 16 pages long, 1 page front cover, 1 page editorial, 1 page SRD and 2 pages of advertisement, leaving us with 11 pages of content - so let's take a look, shall we?

Following the direction established in the first issue, we once again have the class options provided herein framed by a well-written narrative - and honestly, I do really enjoy these. If you read as many crunch-heavy supplements as I do, you're welcoming supplements that don't read like an EULA. Just wanted to for once acknowledge this, as the narrative also roots the content in a thematic context and, from experience, I know that my players prefer it like this - fluff accompanying their crunch. That out of the way, let's take a look at the Faerie Knight, a cavalier archetype.

The challenge of these cavaliers is less reliable that the base challenge - the damage to challenged targets only scales up to +10, but depending on the level of the faerie knight, bonus damage equal to +1d3 (up to +6d3) is added to damage - nice way to represent a more chaotic version of the class feature. Faerie Knights also add the fey creature template to their mount, but thankfully not at once, instead improving over the levels. The mount is intelligent and requires gold to be replaced once it dies. The faerie knight does lose banner, greater banner and tactician for all this gained power via the mount though, and while it doesn't require Handle Animal, it has its own mind - which can be quite interesting. Not needing expert trainer, the knight also gets a bonus to social interactions with fey. At higher levels, the faerie knight may send his mount to the realm of the fey to procure assistance from the fey - though frivolous use will have repercussions...

Monks may now opt to become so-called Laughing Men - who get Bluff, Diplomacy and Knowledge (nature) as additional class skills. Laughing Men get a new array of feats to sue with bonus feats in lieu of their regular ones and also replace flurry of blows with the option to make feints, intimidates and wild empathy checks at -5 as part of a full-attack action, allowing the archetype to later even make a second check with an additional -3 penalty and at 15th level, even a third one at -7. Furthermore, he can use ki to roll social skill checks twice, taking the better result. When using this ability, the laughing man doesn't even have to speak the language of those s/he taunts and may use said options versus plants, animals and vermin, treating them as if they were not mindless. He also becomes harder to demoralize/influence, gets the wild empathy class feature of the druid. By the way - the words of the Laughing Man are just as efficient as sticks and stones and may break your bones! As part of the flurry of words, the laughing man may use words as ranged unarmored strikes with a 5 foot range increment.

Instead of purity of body, at fifth level laughing men may use wis-mod for bluff, diplomacy, intimidate and wild empathy, but need to expend their swift action to do so - which becomes relevant when learning to feint/demoralize etc. - 3 foes at once. Plus, laughing men may divide this ability between feints and demoralization attempts Starting at 15th level, he may make three of these skill checks versus one foe - when succeeding in 3 bluffs/intimidates/wild empathy, laughing men may opt to negate the effects of all successes for one unique effect depending on the skill employed.

The third archetype herein would be the masquerade reveler - for the barbarian! And be forewarned - these revelers are nothing for players shying from the task of additional book-keeping. But oh boy is it worth it - instead of regular rage, revelers create so-called masks, which consist of 4 evolution points. For the purpose of which evolutions qualify, the reveler counts as biped humanoid with arms and legs. At each barbarian level, the reveler gets another masque, providing quite some versatility. Type of ability, effective levels - all of the complex questions such a system will perpetuate, are addressed - kudos! I did try to find an instance of less than precise rules-language and found none.

The abilities the reveler gets at later levels further enhance the awesome concept of masks.

After these archetypes, we are introduced to feats of the fey,7 to be more precise: Faerie Knights may improve their whimsical challenge by expending a second use of it to maximize the d3s involved. And if you really want to get nasty, you can take another feat, that allows all allies to also get these maximized d3s when you utilize the former feat. OUCH! Three of the feats make up for a feat-tree of the Sidhe style, which adds additional benefits to those feinting or intimidating successfully at a base level. The two follow-up feats allow you to make demoralized opponents provoke AoOs from your allies or further penalize foes you feinted. Revelers may spend 3 rounds of masquerade to change masks in combat. With the second feat, you can get a bonus after using the change of masks for the second time in combat.

The pdf also provides us a new sample creature, the CR 7 Gancanagh. that secretes a new drug (provided as well!) and may exude an aura of selective silence while plying his socially based, mindbending abilities. The fey also comes with cool signature weaknesses and a bond with one of its possessions that makes for good adventure hooks/smart fighting-rewards. Speaking of adventure hooks - 3 sample ones are provided.

Conclusion:

Editing and formatting are top-notch, I didn't notice any glitches. Layout adheres to RiP's 2-column full color standard and the pdf comes fully bookmarked for your convenience. Special mention deserves the gorgeous cover by Kevin Ksottam as well as the neat artworks herein - two pieces in particular I haven't seen before and apart from one classic stock art image (which fits in nicely, though), they are rather impressive.

This is, at least to my knowledge, author Mark Seifter's first PFRPG-product and it is promising indeed - the whimsical challenge class feature and its feat-expansions rock - though honestly, the fey mount feels bland. Yet another pet-archetype? Come on! There's nothing wrong here, but think about it - getting a horse that can change into equipment /buffs (yes, can be found in mythology!) would have imho been so much cooler than getting a strong, slightly more useful mount.

The laughing man suffers most from these archetypes:

On a concept-level, it lacks a loosening of the lawful alignment restriction and honestly, basing it wholly on demoralize and feinting has been done before as well - not in this combination, granted, but still. Beyond that, the archetype is even more MAD (multiple attribute dependant) than a regular monk - who already has it worse than any other class: Requiring cha for the signature skills and Int for skill ranks, this archetype imho requires a realignment of cha-based skills to wis or wis-based powers to cha as well as increased skills per level. Furthermore, I'm not sold on the massive skill-based usage - 3 rolls to get a unique effect at high levels? Ok, that is MUCH leeway to roll bad once and waste a lot of other potential benefits. Additionally, the unlimited use of unarmed strikes at range is VERY powerful and should have some kind of cap. Also: The fluff concept of paradoxes/words are weapons is simply not that well integrated mechanics-wise. At this point, I was rather disappointed.

And then - BAM! The Reveler. O.M.G. This one is so GLORIOUS. Seriously, this archetype ranks among my favorite for the barbarian - in ANY publication. The supplemental feats range from cool to a tad bit on the weak side and the new creature once again can be considered a winner.

Author Mark Seifter definitely has potential - there is nothing terribly wrong with the first archetype and while the laughing man fails rather miserably at what it sets out to do, the reveler makes more than up for this by its pure unadulterated awesomeness. The supplemental content and prose suffusing the pdf also do their share in making this pdf a well-worth purchase for you, if not a perfect one. The Reveler alone is worth the fair asking price and hence, I'll settle for a final verdict of 4 stars and remain in anticipation of the author's next offering.

Endzeitgeist out.


Madness, I tell you!

4/5

The archetypes in this book are flavored highly toward campaigns revolving heavily around fey influence - perfect for a Kingmaker campaign or similar storyline with heavy fey involvement.

The Faery Knight is a Cavalier archetype that bolsters the mount with an array of new fey-themed abilities, sacrificing some of the rider's options to make the mount a stronger and more versatile companion, with the minor addition of a bit of variance in the Cavalier's challenge and related abilities that sadly doesn't get much focus compared to the improvements to the mount. Though interesting and certainly a far cry from most available Cavalier archetypes, I lament that this is yet another variant of the Cavalier that is heavily focused on the mount, missing an opportunity to fill the void of much-needed mountless Cavalier options. Nevertheless, it it certainly an interesting design, and the varied abilities of the Fey Mount are strong enough that, if the player so desired, they could treat the mount more like a Druid's Animal Companion than a mount, having it fight alongside the Cavalier with its unique abilities rather than be resigned to only being ridden or being left outside in dungeons and other places not amenable to mounted combat.

The Laughing Man Monk archetype is probably the weakest option of the three. Though the flavor is strong - a maddened vagabond who wields words and perplexes the mind more than delivering powerful punches and martial maneuvers - the mechanics fail to add up, for several reasons. First and foremost, though the flavor paints the Laughing Man as the capricious wanderer and speaker of perplexing paradoxes, the Lawful alignment restriction of the normal Monk class is never mentioned as being removed, thus forcing the character into a behavioral pattern that fails to mesh with the fey demeanor of the example Laughing Man character. Secondly, the vast majority of the Laughing Man's abilities rely on Charisma-based skills and effects - Bluff, Intimidate, and Wild Empathy - thus providing yet another statistic for the already-statistically-strained Monk class, and no mention of relocating the Wisdom basis of the Monk's usual abilities to Charisma is provided, thus leading to the understanding that a Laughing Man must not only provide the usual difficult-to-fulfill statistics requirements for a Monk - acceptable scores in all three physical stats plus Wisdom - but that the Laughing Man also cannot afford to lose Charisma as well. This, I fear, is a major design oversight that renders the archetype nearly unusable to most games, save those with extremely high point-buy or massively generous roll-stat generation methods.

Where the Laughing Man fails, however, the Masquerade Reveler Barbarian Archetype triumphs. This archetype exchanges the normal Rage benefits - AND most of its penalties, such as limitations on available action options! - for a small selection of Eidolon Evolutions, grouped together in "Masks" that the Barbarian activates while raging in Masquerade. These Masks evolve, gaining more and more abilities, and the Barbarian acquires more and more Masks to add to their collection as they gain levels, eventually subsuming the Masks on a more and more permanent basis into themselves as they become less mortal and more fey with time, culminating in an apotheosis that changes their type and instills them with yet more versatility with their Masquerade. The archetype is flavorful, interesting, and most importantly covers the necessities of pointing out the changes in the standard Barbarian necessary for the Masquerade Reveler to operate as intended, AND at long last takes the logical leap of providing a class option to give Eidolon Evolutions to the character themselves rather than a summoned companion.

A small selection of feats follows - two or three for each of the archetypes, though sadly no general feats for fey characters overall, and the booklet wraps up by providing a new fey creature, the Gancanagh, a CR 7 opponent that mixes social interaction, mind-affecting magic, and seduction with a monk-like evasive combat style, complete with a touch attack delivering an addictive poison.

This would have been a solid five star product, a definite must-have, if not for the sad failings of the Laughing Man's design. Thankfully the rest of the book provides more than enough to make up for the failures... so long as you didn't come with the original intent of playing a Monk. A definite recommend for players and GMs interested in turning fey activity in their campaigns up a few notches. Four stars.


An RPG Resource Review

5/5

Herein are presented three archetypes - the Faery Knight, the Laughing Man and the Masquerade Reveller - which can be taken by characters of the appropriate class. (That's cavaliers for the Faery Knight, monks for the Laughing Man and barbarians for the Masquerade Reveller, should you be wondering). Now the interesting thing about them is this: they are NOT for fey characters, but instead are a representation of what can happen to mortal beings who stray close to the fey and gain beneficial influences from that contact!

Each archetype is introduced with flavour text and some awesome illustrations that capture the meld of mortal with faerie influence well. This is followed by a detailed exposition of the game mechanics of the archetype. Each, as you might imagine, walks a knife-edge balancing the dangers of such close association with the fey with the advantages they obtain.

The Laughing Man, in particular, is fascinating and bizarre - strange indeed is the monk who walks such a path, yet a potent option for a strong role-player. The barbarian who takes on the Masquerade Reveller archetype is even stranger, taking on aspects of an eidolon as he gains the ability to change appearance even as the fey themselves do...

There are several new feats, suitable for one or more of these archetypes, and a new monster here as well.

If the fey feature large in your world, and interact with mortals on a regular basis, this is well worth a look.


Webstore Gninja Minion

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Now available!


Thank you for getting this up, gninja!


Full-sized free preview!

(Thanks liz)


Thanks for taking the time to do a review Megan.

Snoopy Happy dance of joy 5/5 baby :)


1 person marked this as a favorite.

And sold!


Thanks for the review, Megan


Wow those effects in the back ground are amazin i mean this is really a way to get people to buy this


And reviewed.

This would have knocked it out of the ballpark if the Laughing Man had measured up to the rest of the book.


Have you considered doing more reviews? That one was excellent. Near Endzeitgeist level!

We'll look into the issues you raised, especially regarding the laughing man.


2 people marked this as a favorite.

I've been trying to do more as I purchase things, it's just a matter of getting into the habit =)

Silver Crusade

2 people marked this as a favorite.

puts in the cart

Just the names of those three archetypes sold me on it. Taking a closer look and confirming what they are seals the deal. :D


Orthos wrote:
I've been trying to do more as I purchase things, it's just a matter of getting into the habit =)

If you shoot me an email steve at ritepublishing dot com we can ad you to our reviewer list and you can get comp copies for reviews.

Dark Archive

Pathfinder Roleplaying Game Superscriber

Looking forward to picking this one up, always been a big fan of fey.


Rite Publishing wrote:
Orthos wrote:
I've been trying to do more as I purchase things, it's just a matter of getting into the habit =)
If you shoot me an email steve at ritepublishing dot com we can ad you to our reviewer list and you can get comp copies for reviews.

Hey thanks! That'd be pretty awesome! =)


Mikaze wrote:

puts in the cart

Just the names of those three archetypes sold me on it. Taking a closer look and confirming what they are seals the deal. :D

You should write a review! I'm very interested to hear your thoughts.

Shadow Lodge

K quick question. on the cavalier archetype do those creatures summoned due to the cavalier's summon natures ally ability gain the teamwork feats of the cavalier, his mount, or both?


All that the mount possesses, "except that all creatures
summoned this way possess all the same teamwork feats
the mount possesses." My design intent was that if you pick some nice teamwork feats for both your faerie knight and the mount, then you can still team up with the other fey allies. Did that clear it up?

Shadow Lodge

little bit. When I was reading it I just had a moment when I was like "Why would the mount have teamwork feats?" lol. The other thing is since most of the new abilities replace the tactician powers that give you those free teamwork feats that seems odd to have them gain tw feats considering that the class has basically lost most of its normal avenues to collect those feats.

Ohh other question, does the laughing monk use his bluff, intimidate, or wild empathy to make his word attacks he gains at 3rd or are those just treated like normal unarmed attacks?


Heh, I brought up that same concern during development. It's a pretty cool mechanic though, and it's entirely on purpose. It still lets the cavalier have some stronger-than-most focus on teamwork feats :)


Faerie Knight--The idea is, you still don't have to take Teamwork feats if you prefer (the allies are already pretty strong), but if you do choose to team up with your mount, you can also do some pretty neat combos with the allies (Outflank with a whole bunch of fey wolves could be awesome!).

Laughing Man--The word attacks use the normal rules for ranged attacks, with the listed range increment, and otherwise count as unarmed strikes. This is one of the strengths of the archetype, as they can enhance both their melee and ranged attacks with Amulet of Mighty Fists.

Shadow Lodge

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K so it functions as a ranged touch with a sonic damage, sweet. I will say this book just gave all my home setting elves some way cooler new options.


It's a ranged attack against full AC, rather than touch. It does the same damage type as your normal unarmed strikes rather than sonic damage (but it is still a sonic effect for the purposes of whether it is negated by magic like silence)--that damage type is likely bludgeoning, although if you have the right Style feat or other effect, it could be something else. Glad you like--Are the elves in your home setting connected to the fey? I have a homebrew where the race with the stat of full elves are half-sidhe (and thus the stats of half-elves go to mutts with 1/4 or less heritage).

Shadow Lodge

Rogue Eidolon wrote:
It's a ranged attack against full AC, rather than touch. It does the same damage type as your normal unarmed strikes rather than sonic damage (but it is still a sonic effect for the purposes of whether it is negated by magic like silence)--that damage type is likely bludgeoning, although if you have the right Style feat or other effect, it could be something else. Glad you like--Are the elves in your home setting connected to the fey? I have a homebrew where the race with the stat of full elves are half-sidhe (and thus the stats of half-elves go to mutts with 1/4 or less heritage).

Sort of. In mine the elves are sort of the exes of nature who lost their ability to commune with nature harness it's powers. So in a desperate effort to reestablish their connection to the primal powers of nature they so crave they courted the first ones and the king of the fey in particular, offering to worship them in exchange for their powers over nature. Now most elves still can't be druids but they have a lot of nature themed witches, oracles, and clerics who follow the fey king Oberon or one of the others in the fey court. So having more martial options for my elves that are fey focused makes for many way more interesting characters.


doc the grey wrote:
Rogue Eidolon wrote:
It's a ranged attack against full AC, rather than touch. It does the same damage type as your normal unarmed strikes rather than sonic damage (but it is still a sonic effect for the purposes of whether it is negated by magic like silence)--that damage type is likely bludgeoning, although if you have the right Style feat or other effect, it could be something else. Glad you like--Are the elves in your home setting connected to the fey? I have a homebrew where the race with the stat of full elves are half-sidhe (and thus the stats of half-elves go to mutts with 1/4 or less heritage).
Sort of. In mine the elves are sort of the exes of nature who lost their ability to commune with nature harness it's powers. So in a desperate effort to reestablish their connection to the primal powers of nature they so crave they courted the first ones and the king of the fey in particular, offering to worship them in exchange for their powers over nature. Now most elves still can't be druids but they have a lot of nature themed witches, oracles, and clerics who follow the fey king Oberon or one of the others in the fey court. So having more martial options for my elves that are fey focused makes for many way more interesting characters.

Awesome! I can definitely see how the archetypes would work for you. Oberon certainly has some elven Faerie Knights in his service then.


Hey everyone,

Thanks for making Convergent Paths: Fey Archetypes the #1 download for Rite Publishing and #6 download from any 3rd party publisher last week! I hope I've been able to add something cool to your game.


1 person marked this as a favorite.

Thanks for making the Gancanagh a little bit more known to Pathfinder fans at least! :-D

Awesome discription also!

Shadow Lodge

Rogue Eidolon wrote:
doc the grey wrote:
Rogue Eidolon wrote:
It's a ranged attack against full AC, rather than touch. It does the same damage type as your normal unarmed strikes rather than sonic damage (but it is still a sonic effect for the purposes of whether it is negated by magic like silence)--that damage type is likely bludgeoning, although if you have the right Style feat or other effect, it could be something else. Glad you like--Are the elves in your home setting connected to the fey? I have a homebrew where the race with the stat of full elves are half-sidhe (and thus the stats of half-elves go to mutts with 1/4 or less heritage).
Sort of. In mine the elves are sort of the exes of nature who lost their ability to commune with nature harness it's powers. So in a desperate effort to reestablish their connection to the primal powers of nature they so crave they courted the first ones and the king of the fey in particular, offering to worship them in exchange for their powers over nature. Now most elves still can't be druids but they have a lot of nature themed witches, oracles, and clerics who follow the fey king Oberon or one of the others in the fey court. So having more martial options for my elves that are fey focused makes for many way more interesting characters.
Awesome! I can definitely see how the archetypes would work for you. Oberon certainly has some elven Faerie Knights in his service then.

Yeah I'm still figuring out what to call the cadre of martial characters who serve his court. Right now I have the witch brides but I can't think of an interesting title for martial characters yet.


I was thinking about that over the weekend, doc.

I was thinking maybe the Stalkers? I was also playing around with the name 'shards', but I'm not sure about that. Rogue is a lot better about names than I though!


So the witches are brides (of Oberon). That is definitely a cool name, as it hearkens to their covenant with him, even before someone new to your setting necessarily realizes what's going on with the elves. Perhaps the knights are called 'thorns'? Works even better if they often serve to guard the brides, as every rose has its thorns, and roses have certain iconography;


Thanks for the review, End!


Thanks for the linkage! :D


Thanks for the review end.


Reviewed first on Endzeitgeist.com as part of Fey-Day, then submitted to Nerdtrek and GMS magazine and posted here, on OBS and d20pfsrd.com's shop. Cheers!


You could link your site's review in the reviews you post here, y'know :)

And you are correct, this is Mark's first offering as a 3pp designer. He did some editing on the Shadowsfall bestiary, and he has an interesting race coming out soon, but this is his first shot!

I'm not going to contest the review at any level, but we did actually talk about the laughing man's alignment. I brought it up, asking if there were any lawful Fey, and he spouted off a number of creatures seemingly from the top of his head. It was only after that that I felt comfortable not relaxing the alignment restriction. The monk's power comes from his lawful nature, y'know? Who knows though, there may be a revision coming. Laughing Man is still one of my favorite archetypes out there. Very imaginative :)


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It's not only the fey component - it's the whole fluff colliding with the crunch. Paradoxical revelations hampering foes? Doesn't sound very lawful to me and honestly, while I like the idea, the whole archetype felt clunky to me. YMMV, of course!

The Reveler on the other hand - just wow! Two thumbs up for imho the best barbarian archetype out there.


You have a good point there!


Endzeitgeist wrote:

It's not only the fey component - it's the whole fluff colliding with the crunch. Paradoxical revelations hampering foes? Doesn't sound very lawful to me and honestly, while I like the idea, the whole archetype felt clunky to me. YMMV, of course!

The Reveler on the other hand - just wow! Two thumbs up for imho the best barbarian archetype out there.

It's not a surprise to me that the reveler is everyone's favorite. I've had the reveler and one other similar archetype in mind since 2011's RPG Superstar (I would have submitted a trimmed-in-wordcount version for the archetype round, had I made that round, and I knew even then that it was a winner).

As for the Laughing Man, well...in the tales of even the most capricious fey, there is often a part of them that can't help but follow certain rules or geases. Things like being unable to lie, or unable to speak a word of direct truth. Or a compulsion to accept certain challenges or games, or to create contracts. Sometimes, these very compulsions are the only things in their alien minds that mortals can find the least bit predictable or approachable, but yet, you can never trust a fey, for they will trick you even as they follow the letter of their agreement. The Laughing Man embodies this aspect of fey, which I felt is usually underplayed in fey products and representation. Think of Rumplestiltskin, with his bargains and guessing games. Where words and names had power. The Rumplestiltskin from the Once Upon a Time series embodies this theme as well. Fey can twist their words and wriggle out of loopholes in their agreements, like the story of the leprechaun who swore not to remove the ribbon that the protagonist placed on the tree where he hid his pot of gold, so he put ribbons on every tree. Laughing Men wield the same power as a potent weapon. In my mind, twisting words is typically connected with lawful, as it is also something devils and efreet love to do.

Now, that said, as I told Orthos, I don't think it will unbalance anything if you open up the alignments on Laughing Man. As to whether or not the archetype is too MAD to generate viable and interesting characters--the thing is that skills shoot up compared to the DCs for feint and demoralize. I've seen characters with demoralize and feint as shticks who had 10 Charisma and who eventually auto-succeeded against pretty much all enemies (one of them was my own barbarian, and starting at level 10 or so I think he never failed an Intimidate check, despite having 10 Charisma and no Circlet of Persuasion).

Here are two Laughing Men from another thread that I think would make an awesome encounter (or an awesome pair of PCs). I imagined these two in service of the Lawful Neutral Eldest Imbrex the Twins, but there's no reason they couldn't work for any fey in any setting, or even for themselves. Perhaps a look at what the archetype can do in the form of these two will give an idea of what I expect to see.

The Twins:
The Twins, Human Qinggong Laughing Men 8
Gale
Str 22
Dex 14
Con 12
Int 10
Wis 16
Cha 8

HP: 55

AC 16 (Touch 16, Flat-Footed 14) *[Often use Potions or barkskin ki power for more)

Attacks:
Melee +13/+8 1d10+6
Ranged +9/+4 1d10+6

Fort +9
Ref +10
Will +11

Feats: Intimidating Prowess, Skill Focus (Intimidate), Improved Feint Partner, Combat Reflexes , Sidhe Style, Sidhe Derision, Sidhe Distraction
Skills:
Bluff +13
Intimidate +22
Knowledge(Nature) +11
Perception +14
Stealth +13
Powers: Switched out Slow Fall for Barkskin

Gear:
+2 Str Belt
+2 Wis Headband
Circlet of Persuasion
Cruel AoMF
Cracked Pale Green Prism
Cloak of Resistance +2
Ring of Protection +1
Oil of Magic Fang
Potion of Mage Armor
Potion of Fly

Breeze
Str 7
Dex 22
Con 12
Int 10
Wis 18
Cha 12

HP: 55

AC 21 (Touch 21, Flat-Footed 15) *[Often use Potions or barkskin ki power for more)

Attacks:
Melee +13/+8 1d10+6
Ranged +13/+8 1d10+6

Fort +9
Ref +14
Will +12

Feats: Greater Feint, Skill Focus (Bluff), Improved Feint Partner, Combat Reflexes, Sidhe Style, Sidhe Derision, Sidhe Distraction
Skills:
Bluff +18
Intimidate +15
Knowledge(Nature) +11
Perception +14
Stealth +13
Powers: Switched out Slow Fall for Barkskin

Gear:
+2 Dex Belt
+2 Wis Headband
Circlet of Persuasion
Agile AoMF
Cracked Pale Green Prism
Cloak of Resistance +2
Ring of Protection +1
Ring of Ki Mastery
Oil of Magic Fang
Potion of Mage Armor
Potion of Fly

Tactics:
The Twins prefer to attack via stealth or guile, but even in a straight-up fight, they are extremely dangerous. The Twins fight from range with Weaponized Words unless the enemies seem to have an advantage at range or close in, at which point, they flank and take advantage of numerous attacks of opportunity via Sidhe Distraction and Improved Feint Partner. Breeze's Feints make enemies flat-footed against both of them (and also lose 2 more AC from Sidhe Derision), which allows them to hit reliably despite their relatively-low attack bonus, and Gale's intimidation attempts and Cruel weapon blows yield the shaken and sickened conditions, for a total of -5 to many rolls, plus more benefits from Sidhe Style.

Anyway, thank you so much for your detailed and helpful review, and I'm glad you love the Reveler as much as I do (that along with my love of fey are what brought me to choose this theme for my first Convergent Paths). Heh, maybe we should release the Reveler alone so you can give it 5 Stars plus Seal of Approval :D


Review added here, RPGNow and over on BrokenDice.


Thanks, KTFish!


Thank you KTFish7!


And the masquerade reveler nows has her own book! linky

Designer

Cross-posted from elsewhere!

137ben wrote:

I just read through the Fey Archetypes Mark wrote.

The cavalier archetype is very flavorful, and the introduction is amusing. The crunch is rather bland, though. It's main feature is that its mount gets the fey-creature template. While approrpriate and potentially useful, it 'outsources' the most interesting mechanics to an already-published template from the Bestiary 3.

The monk archetype is better--it gets a bunch of abilities to bluff and diplomacize others (Flurry of Words :) ). I'm not sure why its called Laughing Man, though, there seems to be a disconnect between the name, the fluff, and the crunch. It's a really well-written archetype, it just needs a different name.

The barbarian archetype is by far the best part of the supplement. It wears masks which give unique abilities, including eidelon evolutions, to the barbarian. It also has strong fluff which fits with the crunch but is not overly restrictive. Secrets of the Masquerading Reveler significantly expands this archetype.

Yep, parents shouldn't favor one child, but the reveler is definitely the best one. There's a reason Melusine got her own book more than twice as long as the original book, even though the original included all three archetypes and a new fey. That archetype was the seed behind the whole project (I had been sitting on it since writing it for RPG Superstar the year the APG came out in case I made Top 32 that year, so when I was approached to write three archetypes with a common theme, that seemed perfect).

I'd love to talk about it more with you, but let's continue in either my welcome blog or one of the two product threads for those two products!

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