Pathfinder Player Companion: Cohorts & Companions (PFRPG)

3.80/5 (based on 4 ratings)
Pathfinder Player Companion: Cohorts & Companions (PFRPG)
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Prepare for your adventures to get twice as exciting with Pathfinder Player Companion: Cohorts and Companions! Double the daring and fun with all-new rules for turning your adventurer into part of a dynamic duo. Whether you’re growing a towering treant to serve as your monstrous cohort or organizing a grand heist with your fellow thieves, Cohorts and Companions gives you the rules you need! New options allow you to make the most of your allies, or even make your allies from scratch! From binding outsiders to winning over artist patrons, this volume has cohorts ideal for any character concept.

Inside this book, you’ll find:

  • Character options to help class abilities benefit from a cohort’s assistance, from bardic harmonies to ally-oriented rogue talents.
  • Multiple new ways to gain and use cohorts, including using magical beasts to serve as animal companions, conscripting teams of low-level recruits, and using magic items as cohorts.
  • New archetypes that allow characters to focus on their cohorts, such as the esquire for cavaliers, construct rider for alchemists, and instructor for wizards.
  • Tables arranged by theme listing dozens of new monster cohorts of many different creature types, along with their effective cohort levels.
  • New campaign-focused rules allowing you to secretly recruit teams of criminals during downtime, win the love of enthusiasts of the arts, and arrange for contingency services!

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy world.

ISBN-13: 978-1-60125-734-5

Note: This product is part of the Pathfinder Player Companion Subscription.

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3.80/5 (based on 4 ratings)

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Nice breadth of options

4/5

Read my full review on Of Dice and Pen.

I’ve always had a love-hate relationship with the Leadership feat. It’s a feat that requires some careful adjudication, but it’s also one that can add an interesting dynamic to the game. Overall, Cohorts and Companions does a good job expanding the options for cohorts without exacerbating the more difficult parts of Leadership (it’s already potentially one of the most powerful feats in the game). The best part of Cohorts and Companions, however, is that it provides so many non-Leadership-based options that increase the way PCs can gain allies. I’m often wary of Player Companion books these days (indeed, I ended my subscription to them quite some time ago and don’t have any of the ones from the last couple years) because they add so many options that just go unused and forgotten. However, I see potential for Cohorts and Companions to see more use than many do, which definitely makes the book worth having.


Average

4/5

As suggested by the name, this book introduces several feats, and archetypes that expands on the leadership concept. Not likely to show any promise in PFS games, EXCEPT FOR THE BEST CHANNELLING FEAT SINCE SElECTIVE CHANNELLING; but for homegames I expect that this can provide a way to improve the world's economy, or allow options to players to play in small er groups.


A grudging three stars...

3/5

This book has little to offer anyone who already gets to play at tables or settings with that allow leadership. 3.5 and third party material provide far more than what's found here and there's very little that's new or innovative. Unfortunately, a lot of it is necessary catch-up, such as providing a mechanical means of allowing a paladin to get a pegasus, or a druid to bond with a worg or winter wolf, an ability already suggested in the 3.5 core rulebook and often awarded during play, but not captured in terms of game mechanics. Also, the title is somewhat... obfuscating; "companions" in this book often refers to your fellow players as often as it does hirelings or cohorts, and much of it is devoted to what essentially amount to teamwork feats/traits/abilities.

There are a couple real high points, with some very unique archetypes that stand head and shoulders above the crowd, like a wizard that takes an apprentice, and alchemist construct-mounts. The book does expand on hirelings a bit more for nature-lovers as well, adding mechanics for growing plant allies.

As a whole it makes a very valiant effort to include something for almost every player or class, and like I said there are some high points. It still lags behind much of the other material out there, but it's a fair investment for a Pathfinder-only table.


Creative but expected more

4/5

When I first saw the summery, I was really excited and as a whole the book has validated my hopes but it has also dashed some of them in regard to society play.

For home games, this book is great and has some nice creative uses for companions.

The construct rider cannot pick anything but horses and other traditional quadrepeds as a mount, wich ruins my dream of a gnome with a power loader but that is beside the point.

If you are looking for some unique oppertunities for your characters, look no further.


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shadowkras wrote:
Quote:
Outside of teleportation, its abilities are not so impressive that I'd rather have a bearded devil instead of, say, a 13th level warpriest.

Which one is more badass though? :P

By the way, greater teleport at will is fantastic for all kind of game breaking. I can think on so many uses for that, that it wouldnt even be fair with my GM.

Except the teleport is limited by the cohort's gear. You can't go past 50 lbs of gear with a bearded devil if you want it to teleport.


Quote:
Except the teleport is limited by the cohort's gear. You can't go past 50 lbs of gear with a bearded devil if you want it to teleport.

I addressed that on the previous page: Bag of Holding.


I only way I can see Monstrous Companion being worth it is if the effective Cohort level is equal to the usual level of your animal companion. Essentially making it a better Cohort than leadership at the cost of not having any followers. Level 20 Druid would have a lvl 20 monstrous cohort. That CR 7 magical beast would have 13 class levels. It would end up having a higher HD number than a standard animal companion as well.

I also personally wouldn't let anyone that simply had leadership get monstrous companions at all.

Anyone else agree with this view to make it worth it while still playing into the intended purpose of reducing complications?

EDIT: You know... even this hardly does what was intended. To make it worth it you would have to allow them to basically be a equal level Cohort with class levels that also gains the benefits of animal companion levels. Essentially combining your companion and your cohort into one. Big issue with this of course that your Cohort would be far stronger than most PCs... lol

Clear candidate for a feat that should simply be deleted.

Grand Lodge

Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber
TriOmegaZero wrote:
filgaiasguardian wrote:
xavier c wrote:
1)What is the Bonded Wizard and what does it get?
The bonded wizard must take the item option for arcane bond. The item gains hardness and hit points as the wizard levels. They get the ability to alter the type (weapon, ring, amulet, etc.) and aura of the bonded item. They get a pool of "force points" that they can spend to duplicate the effects of mage armor, shield and spiritual weapon. They also get the ability to repair damage to their bonded item.
Huh, that sounds kind of attractive.

I think I'll name my first one John Gardner Jordan.

Liberty's Edge

1 person marked this as a favorite.

I am concerned that the construct rider archetype and especially the spell knowledge discovery were made with excessively harsh costs. I have a hard time seeing the construct rider justifying the loss of three class features and reduced extract use.

Also alchemists already have a reduced number and level of slots so the harsh conditions on using spell knowledge seem a bit excessive. Is the alchemist really going to obsolesce the wizard with more reasonable spell access???

The flavor of both is really great and in some ways overdue, but i think the costs used were too high due to an unnecessary concern on game balance and niche protection.

Liberty's Edge

3 people marked this as a favorite.
Pathfinder Companion Subscriber
LazarX wrote:
I think I'll name my first one John Gardner Jordan.

I understood that reference.


Charnel Soldiers is really cool, but does it require the undead in question meet the requirements?

Silver Crusade

1 person marked this as a favorite.

I just picked this book up. I am seldom disappointed in a Paizo product but I am in this one. A book titled Companions and Cohorts should have things in it for classes that have companions like rangers hunters and druids. This book gives classes other than the companion classes access to companions which is not bad in and of it self but there should be things in it for companions of the companion classes.

Why not add a simple feats like the two below

Animal Cohort
Perquisites Level 4: Natures bound, Hunters bound or any Animal Companion

Your Animal Companion is Awakened and it can have an intelligence above 5
and take class levels.

Greater Bound
Perquisites Druid, Ranger Hunter Level 5 and 5 ranks Animal Handeling
Your bound increases with you animal companion or animal cohort. You can
communicate telepathically with your Animal companion or Animal Cohort with a range of on mile per level.


What? That doesn't make any sense. Why should it just be for nature companions?


1 person marked this as a favorite.

I looked to the paladin archetype, it has a problem.

Archetype description:
Martial Focus: The divine guardian devotes herself to
the concerns of the material world, eschewing some divine
studies. She does not gain access to divine spellcasting and
cannot use spell-completion magic items.

Divine Troth (Sp): Once per day the divine guardian
pledges her protection to a willing creature for the day.
This is done at the same time she prepares her spells.
When the paladin first selects a creature for divine
troth, that creature must be present and agree to receive
the paladin’s protection, but if the paladin already has a
creature selected for divine troth, she can maintain that
selection each day without her charge being present. Once
per day, the divine guardian can cast locate creature to find
the current target of her divine troth. This ability replaces
detect evil.
Guarding Hands (Su): The paladin can use lay on hands
to heal herself or her divine troth as a move action, but
cannot use lay on hands to heal herself as a swift action.
The divine guardian cannot use lay on hands more than
once per round. This modifies lay on hands.
Courageous Defense (Ex): At 3rd level a divine guardian
can intercept attacks directed at the target of her divine
troth
as if she had the BodyguardAPG and In Harm’s
WayAPG feats. The divine guardian’s aura of courage does
not grant a bonus to allies within 10 feet, but still grants
her immunity to fear effects. This ability modifies aura
of courage.
Bonus Feat: A divine guardian gains a bonus feat at 7th
level, and additional bonus feats at 10th and 13th level.
These bonus feats must be chosen from the following list:
Diehard, Endurance, Greater Shield Focus, Greater Shield
SpecializationAPG, Heroic DefianceAPG, Heroic RecoveryAPG,
Missile ShieldAPG, Ray ShieldAPG, Saving ShieldAPG,
Shield Focus, Shield SpecializationAPG, or Tower Shield
Proficiency. She must meet these feats’ prerequisites, but
for purposes of meeting the prerequisites of these bonus
feats, she treats her paladin level as her fighter level, may
use her Charisma score as her Dexterity score, and is
considered to have the Spellbreaker feat.

Look at the text in italics. The paladin never prepares spells, but he needs to do that to choose his divine troth for the day. He can never use Divine Troth, has a impeded use of Lay on Hands, and can never use Courageous Defense.

Grand Lodge

1 person marked this as a favorite.
Pathfinder Adventure Path, Starfinder Roleplaying Game Subscriber
ElMustacho wrote:

I looked to the paladin archetype, it has a problem.

** spoiler omitted **...

It means basically that the Paladin in question makes a daily choice of the divine troth, at the same time another would be preparing spells.

Simple for the not overly pedantic.

Sovereign Court

Pathfinder Adventure Path, Companion Subscriber

I was thinking about using that archetype in PFS. Do you think anyone would actually rule that it's useless, or does common sense get a vote?


1 person marked this as a favorite.

I have to say, I'm really disappointed with the undead section of this book, especially the feats. :/


I made a simple House Rule change for Monstrous Companion:

For the Monstrous Companion Feat, replace the following (including the chart):

"The following chart determines the effective cohort level for your monstrous companion based on your effective druid level."

The new line is: Your effective druid level - 3 is your effective cohort level for your monstrous companion.

Thoughts?


1 person marked this as a favorite.

I'd simply use the Magical Beast Companion feat from Caged Dragon Games in place of Monstrous Companion.

Grand Lodge

filgaiasguardian wrote:
The instructor starts out with an apprentice cohort who starts as a commoner, but eventually becomes a real wizard. It still uses a Leadership score to determine how strong your cohort can be, but it's based on Int rather than Cha. When the wizard gains a bonus feat, they can choose a Teamwork feat that they share with the apprentice as long as it's nearby.

Apologies for necromancing this thread, but I had a question regarding the Apprentice cohort that the Instructor got.

It says that the apprentice never picks up item creation rules. Does this include the Scribe Scroll feat wizards automatically get at 1st? Do they just not get it, or is it replaced with something? Like how in PFS, Scribe Scroll is replaced with Spell Focus. As well, can an apprentice take any archetype, or are they just a plan vanilla wizard?

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