While
conflict with villains and monsters is a significant part of any
roleplaying game, the game would be considerably less interesting if
the PCs didn’t have friends and allies as well. Whether they’re a
local inn-keeper providing the PCs a room to sleep in or a loyal
cohort who accompanies the PCs on their adventures, these friendly
characters help fill out the rest of the world and provide variety
beyond evil and/or monstrous opponents. Pathfinder Player Companion: Cohorts and Companions
focuses on the followers and allies
who aid the PCs in various ways throughout their adventuring careers.
As
the book’s name implies, cohorts (gained from the Leadership feat)
are a significant focus, but the book also goes considerably beyond
these. The “Companions” part of the title can refer to animal
companions, but also to pretty much any other person, animal,
monster, or even object that in some way accompanies or aids the
PCs—and
there is quite an impressive breadth of options covered.
The
book opens with a two-page
discussion about why NPCs
might follow PCs, and how PCs
might go about gaining followers. This
includes things like hiring
NPCs as well as NPCs just following along for their own reasons.
Naturally, there’s a fair amount of discussion about the Leadership
feat, as well as mention of the variant Leadership
feats that can be found in
other products: Squire from Knights of the Inner Sea,
Torchbearer from Dungeoneer’s Handbook, and Vile
Leadership from Champions of Corruption. There is also
a very good sidebar on “Who Controls Cohorts?” which discusses
how to decide whether the GM or player (or a combination of both)
gets to control cohorts’ actions.
The
remaining chapters of the book are
all two pages long, and each
focuses
on one type of follower, cohort, or companion. As is typical for a
Player Companion book,
these mostly contain new character options, such as feats,
archetypes, spells, and so on. Every
chapter also contains a sidebar with an expanded list of monstrous
cohorts fitting the theme of the chapter. While I understand the
desire to group things in themes, I would have preferred if these
additional cohort options were all in one place. Feats, archetypes,
and so on are also broken up this way, but they at least get an index
at the front of the book to make finding them a little easier. To see
all the monstrous cohort options, you have to flip through the book.
The
various types of followers covered include chroniclers (people who
write about the party’s exploits), beastly followers, undead,
religious followers, and more. There is even a chapter on intelligent
item cohorts. Indeed, I’m impressed by the sheer number of
different kinds of companions represented. This
includes the different ways to gain followers, from building
constructs to binding extra-planar beings.
The
types of character options presented are also quite varied. While a
lot of them are feats or archetypes, there are also less common
options, including two new mythic abilities (binding ritual and
interplanar prestige). As well as these options, though, I really
like that the book contains general rules for situations that don’t
necessarily require a feat or class ability. These include rules for
advancing item cohorts and rules for
enthusiasts—essentially fans—who can be attracted through use of
the Perform skill. I
particularly like the rules for growing plant creatures (though this
does require the Grow Plant Creature item creation feat introduced
in the book). There are also
new downtime options (using the downtime rules from Ultimate Campaign), rules for
hiring contingency services (which work similarly to contacts, also
from Ultimate Campaign),
and rules for converting NPCs
to your religion. Finally,
there are guidelines and rules for parties who choose to create a
charter for their group. These rules oddly reference a feat called
Chartered Adventuring Company that does not appear to have a
description anywhere that I can find. The lack of a reference to
another book would indicate that it was intended to be in this book.
Presumably, it was cut and the reference to it was missed. Whatever
the case, the feat is not necessary for making a charter.
As
tends to be the case whenever a large number of new character options
are introduced, some are less interesting or memorable than others,
and some even come across as rather pointless.
For example, there are several teamwork feats for boosting bardic
performances (Basic Harmony, Compelling Harmony, and Counterpoint to
Inspiration). Like many teamwork feats, they provide benefits that
are narrow in scope and very situational. Counterpoint to Inspiration
is the only one that provides a benefit that could be regularly
useful (it increases the morale or competence bonus granted by an
ally’s bardic performance), but it has both of the other feats as
prerequisites, making its cost to acquire not really worth it.
However,
there are definitely some stand-outs. In addition to the ones I’ve
already drawn attention to, there’s the construct rider alchemist
archetype, which lets an alchemist create a construct mount. The
bonded wizard archetype lets wizards expand what they can do with
their bonded items.
Family
traits are an intriguing new category of traits. Many of them work
similarly to teamwork feats as they require another character to have
the same trait; however, as traits only provide minor benefits
anyway, the situational
aspect of them doesn’t feel as limiting as teamwork feats. Betrayal
of Trust is a family trait that is particularly unusual. It’s not
selected in the usual way. Instead, it requires you to have the Tight
Bonds trait with another character who also has the Tight Bonds
trait. Then, at any point that you decide to betray the other
character, you swap out Tight Bonds for Betrayal of Trust (you do not
need to have actually done the betrayal yet). Considering that most
NPCs don’t generally have traits, the person you are betraying is
likely another PC, which could create some problems if not handled
carefully. However, if your group is okay with intra-party conflict,
this could allow for some very dramatic roleplaying opportunities.
I’ve
mentioned in previous reviews (generally when talking about the
variant Leadership feats) that I’ve always had a love-hate
relationship with the Leadership feat (this book also has another
variant, Recruits, which basically lets you get a number of
apprentices whom you are instructing or overseeing). 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.
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