This installment of Rite Publishing’s „In the Company of…“-series of playable monsters clocks in at 55 pages, 1 page front cover, 1 page editorial, 1 page SRD, 1 page back cover, leaving us with a MASSIVE 51 pages of content, so let’s take a look!
This review was move up in my review-queue as a prioritized review at the request of my patreons.
We begin with a letter, framing the narrative that suffuses the pdf in the tradition of Rite Publishing supplements; the letter is one of resignation this time around, speaking of the horrors that were encountered, and indeed, the formula of the in-character description of the race that makes this series such a joy to read, has been modified here, as aberrations are a significantly less unified topic than previous races covered.
Instead, the content is framed as a report by the Voice of the Vigilant – who has basically possessed one of the unfortunates that encountered the aberrant threats, saving the company that encountered these creatures. This whole, strange channeling is a genius way of maintaining the enjoyable reading experience and blending it with a creeping sense of unease that fits the topic perfectly.
Anyway, since aberrations cover a wide field of different creatures, the report begins by roughly categorizing aberrant threats as cosmic interlopers (including noting the flumphs!), hadopelagic ancients, perversions of nature, reality-displaced entities and subterranean nightmares are discussed – as are warptouched creatures, making for not only a nice reading experience, but also serving as an interesting basic set-up to contemplate prior to making a character.
Now, a big problem for some aberrations would be a non-humanoid physiology – as such, it should come as no surprise that the magic item slot question arises in the context of playable aberrations. This is relevant from a mathematic point of view, considering how item-granted boosts are included in the calculations, particularly at higher levels. The imbued metabolism ability allows such aberrations to swallow magic items to gain their benefits. And yes, the rules-language manages to concisely codify this process and avoids cheesing and still features scaling regarding slot numbers, making the mechanic supremely elegant.
Okay, so let’s go through the respective racial traits! Cosmic interlopers get +2 Int and Wis, -2 Dex, a base speed of 5 ft., a fly speed of 30 ft. (clumsy) (5 ft. base speed), darkvision 60 ft., all-around vision, two tentacle secondary natural attacks at 1d4 and interlopers with an Int of 11 or more gain alter winds and whispering wind 1/day as a SP. They also can expend actions to resist vacuum, which is pretty damn cool. While slightly lopsided regarding base ability score modifiers and studded with low-level flight, the bad maneuverability (hovering works sans check, just fyi) maintains balance here and in fact requires some interesting, potentially even hilarious, tactical scenes at the table. There are two alternate traits that provide alternate racial traits: +2 Int and Cha, -2 Str for domination orbs (beholders, minus the closed content IP) – these guys can fire, 1/day, a spell as a ray from their eye. Cool! The stellar ray would similarly cover the classic ixitxachitl (or flumph…) with a proper stinger that deals acid damage as well. And yep, Small size. Instead of air manipulation, you may choose natural armor or sonic resistance (+ save-bonuses versus certain conditions). The all-around vision may be replaced with better Stealth, constant detect magic or a +2 bonus to Spellcraft to identify spells and +1 to atk versus arcane spellcasters. Instead of the vacuum adaptation, you may 1/day choose to roll twice on Bluff/Diplomacy or better tech-use, including decreased glitch probability. Both the vacuum resistant ability and all-around vision can be exchanged for Wild Talent – yep, psionics compatible!
Hedopelagic ancients get +2 Con and Wis, -2 Dex, are medium and have a movement rate of 20 ft., swim speed of 30 ft. They are amphibious, have darkvision 60 ft. and +2 natural armor. They get two secondary tentacle attacks and add +1 to the Dc of their illusions and SPs with the pattern and figment descriptors. Those with a Cha of 11+ also gain 1/day hypnotic pattern as a SP. And yes, they are balanced via the slots once again. There are two variants inclided: Deep spawn gain +2 Str and Con, -2 Int, gaining a primary bite and +4 to saves versus poison and diseases as well as a modified slot-list and the ability to make an angler-fish like dancing lights variant. Cool, if lopsided on the physical. The same holds true for reef menaces, who gain +2 Dex and Con, -2 Cha and is Small. They gain +4 to Stealth while underwater and get tangling tentacles as a natural attack, which do not cause damage, but may trip foes. Fully aquatic beings can be made with the Deep One alternate racial trait and you can replace darkvision with deepsight, doubling range for a total of 120 ft., but only underwater. Big kudos: There is a scaling fast healing alternate racial trait that’s reliant on water and that cannot be cheesed – big kudos! Keen underwater scent, an alternative SP, adaptation to water pressure (and cold resistance 5) and an unnatural aura complement this one. This is as good a time as any to voice my utter delight regarding the bonus and natural attack codification here – the rules are exceedingly precise and well-crafted – kudos!
Next up are perversions of nature gain +2 Str and Wis, -2 Intelligence, are medium and have a base speed of 20 ft. that is not reduced by armor or encumbrance. They gain the ability to Hold Breath, +2 natural armor, a primary bite, +2 to saves versus diseases, ingested poisons and effects that apply the nauseated and sickened conditions and a +2 bonus to Perception and Appraise to find hidden objects and determine whether food is spoiled. They also always treat Stealth as a class skill. The first of the two variants provided would be the chitined terror, who gains +2 Str and Con, -2 Cha, is amphibious with a 20 ft. swim speed and two claws. Curse-fused yields +2 Con and Cha, -2 Str and gains 30 ft. movement, but s affected by encumbrance and armor. It also gains a climb speed, immunity to magic sleep and a bonus to saves versus enchantments. With Cha of 11+, these folks also gain darkness 1/day as a SP. And yes, these suites are suitably balanced via exchanged traits. The other alternate racial traits net bonuses of defensive casting, a better carapace, carrion sense, better saves versus divine spells, atk and AC-bonuses versus a subtype of humanoid (bred to exterminate them!) and Improved Grapple via tiny grapple-helping appendages, Extend Spell for transmutations 1/day or sewer camouflage complement this section.
Reality-displaced entities get +2 Int and Cha, -2 Str, may compress up to ¼ their size sans squeezing penalties, get darkvision 60 ft, +1 to saves versus mind-affecting effects, two secondary tentacles and Dr 5/piercing. Alternate ability-suite-wise, we get the Small body snatcher, who gains 40 ft. movement and two weak claws. Minor example of a formatting hiccup here: The creature is affected by protection from evil as though summoned and the spell-reference is not italicized. The body-snatcher can crawl into corpses of vanquished humanoids that exceed its size, helping it offset its nigh non-existent item slots while wearing this meat-suit, which is btw. concisely codified in the rules – damn cool. The untethered gains +2 STr and Int, -2 Dex and gain two pincers as well as +1 to DCs of possession, magic jar, etc., representing something closer to yithians. The other alternate racial traits encompass burrow speed, lesser telepathy the SP to 1/day detect thoughts, being naturally psionic or immediate action grapple escape attempts. Precognitive flashes and the ability to send itself or another creature into the future or the ability to sense effects that distort time complement, as a whole, a damn cool array of tricks.
The subterranean nightmares, per default, gain +2 Str and Wis, -2 Cha, are Medium with a speed of 20 ft. that’s not modified by armor or encumbrance, darkvision 120 ft., light sensitivity, +3 natural armor, +4 Stealth while underground, stability, a bite attack and roper-like strands – while these inflict Strength damage, it’s only 1 point, has a save to negate and is iconic; moreover, its limits serve to keep it in check even for conservative games. They also get a variant of woodland stride in subterranean regions, but only for natural terrain. The alternate ability-suites include +2 Str and Wis, -2 Int and fly speed 40 ft. (poor), a secondary tail attack and +1 natural armor bonus. Note that the maneuverability and the modified slot-list does help reign in flight, though some campaigns may still consider this to be potent…but then again, you’re basically playing a cloaker-thing! Hungry worms would be the second ability-suite, +2 Dex and Wis, -2 Intelligence, base speed 30 ft., 20 ft. climb speed, +1 to natural AC, scent and secondary tentacle attacks. The alternate racial traits include burrow speed, Knowledge (dungeoneering) and Survival as class skills, better AC versus rays, SR penetration bonuses, hooks claws, -1 to Will saves in exchange to +1 to the DC of mental ability damage/drain-based abilities used, a Cha-variant of the strands or +1 to the DC of sonic effects – once again, neat!
Finally, we take a look at the most “normal” race – the warptouched, who gain +2 to an ability score of their choice, are Medium with 30 ft. movement, are treated as aberrations for the purpose of spells and effects, gain darkvision 60 ft., +1 to Bluff, Disguise, Knowledge (local), +1 natural AC, two secondary tentacle attacks at 1d4 base damage, +2 to saves versus SPs and SUs of aberrations and they may, as a swift action, suppress their unnatural traits, helping them greatly disguising their nature. The alternate racial traits include unlocking class skills, constant detect aberrations, a 30 ft. swim speed, +1 to atk versus aberrations, two favored class options, Wild Talent, a maw, +2 to natural armor and Intimidate versus humanoids, technological aptitude or being treated as +1 level regarding the use of revelations from the Dark tapestry or Heavens mysteries. While age, height and weight vary wildly between all these aberrations, a sample reference table is still included – kudos! We also get a massive FCO-list that includes psionic classes as well as occult classes – no balance concerns or complaints there. Well done!
Okay, so the basic racial traits as a whole are amazing – they are balanced in a rather ingenious way; the options will not break any game and provide meaningful options galore. While I am not the biggest fan of races that grant their ability score bonuses to only physical or mental scores, these make sense here and, more importantly, don’t break any of the races. In short: It’s been a long, long time since I was this impressed with a section of races.
Do the classes hold up? Well, we have a total of four archetypes and, as always, the racial paragon class to cover. Let us begin with the two briefer archetypes, the first of which would be the conduit of the forbidden psychic, who is locked into the dark half or dream psychic disciplines. Instead of detect thoughts, 2nd level causes anyone who seeks to tap into the mind of the conduit to take Wisdom damage and be dazed. 9th level nets 1/day confusion, with the additional option to expend spells to cast it, getting the complex possibility of metamagic feat use in conjunction right. The archetype loses telepathic bond for this. At 17th level, when a confused creature damages itself, the conduit may assume control over it as dominate monster, thankfully with limited daily uses. The second smaller archetype herein would be the Opener of Ways summoner, who gets a modified summon monster list specializing in calling forth void-called beings instead of celestial/infernal ones, with aberrations added to the summon list. The void-called template is btw. also presented here and is, power-wise, approximately on par with the more commonly-used ones. 6th level yields a thought eater familiar that requires being fed spell slots to keep it from roaming, making it an interesting addition that replaces maker’s call and transposition.
A rather complex archetype for the hunter class would be the freak wrangler, who loses all summon nature’s ally spells. Instead of the regular Animal Focus, these guys gain an aberration focus: No less than 16 different foci are presented, basically rewriting the whole class engine with an aberration focus. This also extends to the pet gained: From akata to choker to rust monsters and snallygasters, the archetype features a total of 12 such aberration pets (and yes, rules-wise, they continue behaving like animal companions regarding tricks etc.) – all with their own stats, advancements, etc. big kudos here, this is actually a hunter I’d like to play! A minor complaint: The vampiric mist focus can allow the creature to be healed continuously via feeding it creatures to grapple and bleed dry. Since this is pretty limited and slow, it shouldn’t break the game, though.
Now the racial paragon class would be “That Which Must Not Be”, which, chassis-wise, receives good Will-saves, ¾ BAB-progression, d8 HD, 4 + Int skills per level and proficiency with simple weapons. The class, unsurprisingly, can gain natural weapons galore, but only may employ a maximum number governed by level, beginning at 3 and scaling up to 7. Now, ability-progression-wise, we have a massive amount of player agenda: At first level, you choose aberrant power – this acts as a kind of bloodline, which unlocks new abilities every 6 levels after 1st and provides the base ability-suite: Mental juggernaut, for example, nets you at-will instigate psychic duel and builds on that as an engine and also features size-increases. Scion of Madness focuses on causing Wisdom damage and confusion and servitors of the Old Ones gain SPs. So these are the basics.
At 2nd level and every even level thereafter, the class also gets to choose an abominable weirdness – basically one of the talents of the class, which, if applicable, has its saving throw DCs governed by Charisma. These include better aquatic adaption, acidic blood, gaining attach with certain natural weapons, reflexive negative energy damage, blood-draining feeding tubes, pulling filaments, extra heads or limbs, etc. Flight is suitably locked, minimum-level-wise, and from fortification-style anatomy to natural weapons and a bit of mesmerist poaching or even a phrenic amplification, we have a very wide and cool array of options here. Wanted to extract brains, illithid-style? Well, starting 12th level, you can. Oh, and yes, toxins etc. obviously can also be found. 5th level and every 5 levels thereafter increase natural armor by +1. 9th level eliminates age penalties and eliminates the threat of dying of old age – strange aeons indeed.
Beyond these, the class gains another option for players to customize it in a wide variety of ways, namely Alien Heritages. These are also chosen at 1st level and similarly act as a kind of linear ability progression – one ability is gained at first level, the second at 3rd and thereafter, every 4 levels unlock a new one. Once again, if applicable, Charisma acts as the governing attribute for save DCs for these. How many do we get? Well, more than 30 (!!!). That is in addition to the impressive talent array AND the 3 aberrant powers that maintain basic usefulness! The theme here are specific aberrations – there is a flumph heritage, one for beholders (minus IP, but you’ll now what’s meant!), Yithians, phrenic scourges, ropers, neh-thalggus (yep, with braincollecting…), mimics, moon beasts (which, at 11th level, heal when inflicting Wisdom drain, save to negate – not ideal, but limited in its cheesability), aberrations sans easily discernible heritage, intellect devourers (with 1st level psychic stab that is kept balanced by concise limitations), hyakume, heikegani, grindylows, froghemoths, driders – basically, all the iconics are covered and the ability array also covers some of the under-appreciated aberrations for weirdos like yours truly. Particularly impressive would be, at least from a design-perspective, the fact that A LOT of the signature abilities you’d expect are gained rather soon and kept viable, but balanced via concise restrictions that prevent nasty cheeses.
At 20th level, the class gains a unique name and title – and when someone, somewhere mentions it…it KNOWS, making it possible to greater scry the hapless fool…oh, and the poor sod becomes more susceptible to the Thing’s tricks. Worse for your foes, at this level, you are extremely hard to kill, lying dead but dreaming…amazing capstone.
“But endy, what if I don’t want to commit to a full 20-level class?” – Well, the pdf has you covered: The final archetype, the aberrant champion, is basically a catch-all archetype that allows the character to dabble in aberrant power, abominable weakness and alien heritage! Oh, and the archetype can be applied to a metric TON of classes: Beyond psionic classes (including, but not limited to the often overlooked cryptic and dread), we also cover the core and APG-options, ACG- and Occult classes AND some 3pp-classics like the warmaster, the taskshaper and hellion. Big kudos!
The pdf closes with 6 racial feats, which include the option to knock foes prone with grapples, gain an extra weirdness, a bonus to atk and damage versus aberrations with a different alien heritage (slightly unfortunate wording there), an upgrade for tentacle attacks, swift, mind-affecting demoralize via telepathy and a more devastating rend, which thankfully is locked and reserved for the higher levels.
Editing and formatting are top-notch: Editor Robert N. Emerson has done a phenomenal job. It’s been quite a while since I read a crunch-book this long that is this precise regarding formatting, types, etc. – big kudos! Layout adheres to Rite Publishing’s two-column full-color standard and the pdf sports nice full-color artworks, some of which may be known to avid readers of 3pp-material. The pdf comes fully bookmarked for your convenience.
Wendall Roy’s latest In the Company installment is a masterpiece, pure and simple. It excels in writing and rules-language, provides a ridiculous amount of bang for buck and does so with panache aplomb. The multi-attack monster is a hard trope to get right and the sheer breadth of aberrations this had to cover is daunting. The fact that this allows you to play a vast array of aberration concepts via both races and class options, tweak them and further enhance the options makes this absolutely amazing.
I am hard to impress at this point. I have seen A LOT. Add to that the fact that I *also* require races to feel unique and worthwhile enough to integrate them in the first place. Add to that the vast breadth Wendall had to cover. Insert a wide open archetype and a really rewarding racial paragon class with a ton of player agenda and moving parts. By all accounts, this pdf should have stumbled at some point. And I tried pretty hard to find hiccups, flaws in the engine. Apart from the very rare and mostly cosmetic minor glitch, I did not find what I was almost certain would be here. Instead, I found beauty. The options presented herein are potent and tick off a lot of the things I usually complain about, power-level-wise, but when they do, they do so with often subtle, really interesting balancing mechanics to keep them in line.
Beyond being an impressive feat as a writer, this represents an impressive feat as a designer and frankly outclasses even his amazing supplements on dragons and rakshasas, as far as I’m concerned. This is a phenomenal toolkit, which, courtesy of the breadth of options, could carry a whole aberration party. The array of races and wide open archetype, the clever paragon class – this is, in case you haven’t noticed by now, a piece of excellence as far as I’m concerned. My final verdict will clock in at 5 stars +seal of approval and I nominate this as a candidate for my Top ten of 2017. If you remotely like aberrations, then get this. (As an aside: GMs, this is also pretty much the ultimate aberration-cultist toolkit…)
You can get this amazing supplement here on OBS!