Pathfinder Roleplaying Game: Monster Codex (OGL)

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Pathfinder Roleplaying Game: Monster Codex (OGL)
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Menagerie of Mayhem!

The fiercest surprises often come from the most familiar foes! Just as no single class description can define every fighter, rogue, or wizard, no single creature entry can truly cover every vicious champion, unholy priest, or savage sorcerer in a band of organized and intelligent monsters.

With Pathfinder Roleplaying Game: Monster Codex, fleshed-out hordes are at your fingertips! This volume presents a trove of entries for 20 classic monster races, giving you new ways to use your favorite monsters in a variety of encounters and challenge levels.

Pathfinder Roleplaying Game: Monster Codex is an indispensable companion to the Pathfinder Roleplaying Game Core Rulebook and Pathfinder Roleplaying Game: Bestiary. This imaginative tabletop game builds upon more than 15 years of system development and an Open Playtest featuring more than 50,000 gamers to create a cutting-edge RPG experience that brings the all-time best-selling set of fantasy rules into a new era.

Pathfinder Roleplaying Game: Monster Codex includes:

  • Pages upon pages of specialized entries for 20 classic monstrous races, from goblins and drow to kobolds and trolls. Face off against such formidable foes as gnoll packlords, ratfolk sages, and dinosaur-riding lizardfolk champions!
  • Detailed information on the ecologies and societies of these formidable creatures.
  • New feats, equipment, spells, and archetypes to help you customize all 20 monstrous races—and the adventurers who fight or trade with them.
  • A horrific new monster associated with each race—allies, thralls, and variants.
  • Sample encounters ready to challenge raw recruits and experienced adventurers alike.
  • ... and much, much more!

ISBN-13: 978-1-60125-686-7

Other Resources: This product is also available on the following platforms:

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Everyone GM Should Own One

5/5

Monster Codex is a fantastic 256-page hardcover collection of new rules, variants, and background on twenty classic monstrous races for Pathfinder. The full-colour artwork inside is excellent and the book is laid out quite well. I'm not a particularly big "monster guy", but I found this book quite interesting and readable, and enjoyed finishing an entry every night before bed, often drifting off to sleep with fun (and nefarious) new ideas.

Each entry is twelve pages long and includes a half-page picture and a half-page of in-universe flavour text, followed by a really well-written page of description and background that goes far beyond what's available in a Bestiary. Each monster then receives about two pages of new rules, the exact content of which varies--it could be new archetypes, magic items, spells, feats, favored class options, and more. Some of these options could be taken by anyone, but most are limited to members of the particular race. Next, each entry has six pages of full stat-blocks for variant or specialized members of the race, many of which span a range of Challenge Ratings (CRs) (often through the addition of class levels) so that particular monstrous races don't become obsolete once the PCs reach a certain level. GMs might be surprised how useful this is in expanding the options they have when designing storylines, and the entries include a good mix of martial and caster variants. After that, a new creature associated with the race is presented in a one-page stat block--these are often some sort of animal (or animal-like) companion or pet often present. Last, there's a one-page summary of a few different types of encounters (of varying CRs) in which the PCs might come into conflict with the race--note that these are not true encounters detailed in the sense of maps, terrain, etc., but more like common ways the monsters might be encountered and the number and types that they'll bring to the occasion.

Since there's twenty entries, I can't go into full detail on each, so what follows is more like a list with some very brief comments of things that caught my particular attention added in.

1. Boggards. It was interesting to learn that they have a much more complex society than they might seem to at first glance. [3 new alternate racial traits, 4 new favored class options, 5 new feats, one new spell, 2 new magic items.]

2. Bugbears. The flavour text for this is fantastic (and chilling!). I've always thought of Bugbears and just larger orcs before, but this really helps to distinguish them (and make them scary). There's a really clever spell introduced (Isolate) that renders a creature invisible and silent, but only to their own allies! The artwork for the Bugbear Tyrant (a CR 13 antipaladin) is simply fantastic! [1 new Antipaladin archetype, 7 new feats, 1 new spell, 2 new magic items]

3. Drow. [2 new alchemist discoveries, 3 new feats, 2 new pieces of equipment, 2 new magic items]

4. Duergar. The picture of the Duergar Monk makes me laugh because of that huge pot belly! [2 new alternate racial traits, 3 new feats, 2 new weapons, 3 new spells, 1 new magic item]

5. Fire Giants. There's a new Oracle Mystery introduced here (Apocalypse) that one of the PCs in my Rise of the Runelords game has taken. So you never know what will prove useful in a game. I also like the new creature, a Steam Hog--a huge, tusked boar; a mounted Fire Giant cavalier would be terrifying! [1 new Oracle mystery, 1 new feat, 2 new spells]

6. Frost Giants. [7 new feats, 2 new spells, 4 new magic items]

7. Ghouls. I've been reading Classic Horrors Revisited at the same time as this book, so I was mildly surprised to see the race again here. But I like ghouls, so that's okay. The artwork here is great, and I really like the variant ghoul--the Masked Marauder (a CR 8 ghoul bard), who would be a great mastermind villain for an urban campaign. [1 new sorcerer bloodline, 5 new feats, 2 new spells]

8. Gnolls. [1 new Witch archetype, 1 new Barbarian archetype, 5 new feats (4 of them Teamwork, which makes perfect sense for hyena-like Gnolls), 1 new weapon, and 3 new magic items]

9. Goblins. I *really* want to play a Goblin Winged Marauder! I also liked (and was mildly disgusted by) the explanation of what a Goblin Alchemist formula book looks like. [1 new Alchemist archetype, 1 new Oracle curse, 1 new Witch hex, 1 new piece of equipment, and 2 new spells]

10. Hobgoblins. Perfect for anyone planning to run the Ironfang Invasion adventure path. The Hobgoblin Commander (a CR 12 Samurai) is really cool. [1 new Alchemist archetype, 6 new feats, 4 new pieces of equipment]

11. Kobolds. I liked the Dragon Yapper archetype for bards--instead of inspiring your allies, you annoy and distract your enemies! [1 new Alchemist archetype, 1 new Bard archetype, 2 new animal companions, 7 new traps, 2 new feats]

12. Lizardfolk. I have a new appreciation for lizardfolk after reading this entry, which means the writers did their job well. [1 new Druid archetype, 1 new Oracle curse, 3 new feats, 3 new spells]

13. Ogres. The focus here is on the degenerations and mutations that plague the race. The artwork is a bit tame considering how much fun the artist could have had. [4 new templates; 8 new feats]

14. Orcs. This entry would be particularly useful to players since Half-Orc is a Core race. [4 new feats, 2 new pieces of equipment, 6 new magic items]

15. Ratfolk. They seem like a lot of fun, and I'll have to make time to play one. The Cheek Pouch alternate racial trait is a classic. [4 new alternate racial traits, 4 new feats, 1 new piece of equipment, 1 new animal companion, 2 new magic items]

16. Sahuagin. [6 new mutant variants, 3 new feats, 3 new spells]

17. Serpentfolk. Such a fascinating race and mysterious race! [5 new feats, 2 new spells, 3 new magic items]

18. Troglodytes. I still find the race rather bland and forgettable after reading this entry--one of the book's only failures in that department. [3 new variants, 3 new spells, 2 new magic items]

19. Trolls. The Troll Fury archetype (for druids) presents an interesting take on trolls. I love (and fear) the Cooperative Rend teamwork feat--if a troll and its ally have the feat and are threatening the same creature, only one claw attack has to land for rend to kick in! I'm not a big fan, however, of Paizo's artistic take on trolls. The new monster, a CR 2 Sewer Troll, is a great way to help low-level PCs get acquainted with the regeneration monster ability before they fight the real thing. [1 new Druid archetype, 6 new feats, 1 new piece of equipment, 2 new spells, 2 new magic items]

20. Vampires. A GM will appreciate the new templates for creatures that have been repeatedly drained or dominated by vampires. Alchemical Blood is a logical thing to introduce in the game as well. [3 new templates, 2 new simple templates for minions, 2 new feats, 1 new piece of equipment, 2 new magic items]

An appendix introduces the concept of "Simple Class Templates". The idea here is to allow a GM to quickly modify a monster by adding class levels without having to laboriously rebuild a stat block from the ground up. Thus, each of the Core Rulebook classes are given quick template rules and simplified spellcasting. I haven't tried this method out, so I don't know how well it works.

As I said, I'm not a monster guy, so the fact that I enjoyed this book so much is telling. It really does freshen up monsters with the options presented. Long-time players, even those that do their very best not to metagame, may not be able to avoid sighing when yet another orc or troll appears in a game--but with the material presented here, the GM can add a surprising twist to every encounter. In addition, the stat blocks for higher CR versions of every monster makes many of these monsters viable opponents throughout a campaign instead of the old "goblins at Level 1, trolls at Level 5, and neither ever seen again afterwards" problem. I also liked how the addition of class levels can help turn common PC strengths against themselves--an alchemist monster hurling touch-attack area of effect bombs definitely changes up the battlefield! Although this book isn't literally indispensable for GMs, it would be among the first recommendations I would make. And, perhaps surprisingly, there's enough race-neutral options here that players will surely find something useful for their PCs as well (if they're cheeky enough to buy a copy). And you gotta love that cover!


Go Go Pathfinder!

5/5

I had this exact idea and wrote it down but never sent it. Now I have owned your version for awhile and I just love it and how you executed this book. You can really tell how valuable this book is to GM's as every review is 5 out of 5 stars except 1 review dragging down the median.

I echo the sentiments of my fellow reviewers when I ask to see a second Monster Codex and here is a list that might be good candidates. Love to hear what others ideas might be.

18 in total; 4 playable races, 8 monster races, 6 undead creatures.

Aasimar
Catfolk
Tiefling
Tengu

Centaur
Cyclops
Dryad & Fey Creatures
Ettin
Gargoyle
Giants (Hill & Stone)
Girallon
Rakshasa

Skeleton
Mummy
Werewolf
Wight
Wraith
Zombie

Other possibilities are Cloud & Storm Giants, also Suli is a real cool playable race that could be added.

Finally I would also love to see a second Rival Guide but hopefully there would be more low level groups. It could be called Rival Codex and could also include a more extensive section for groups like primitive tribes, street gangs, crazed zealots, and evil monks than what is in the GMG.


One of the best

5/5

Read my full review on Of Dice and Pen.

I really cannot praise the Monster Codex enough. In the year since its release, it has become one of the most used resources at my game table. It's like a Bestiary, the NPC Codex, and the Advanced Race Guide all rolled into one! The Monster Codex covers 20 of the most common monster races and provides a selection of NPCs for each, as well as several new rules options, and still more. It gives GMs a chance to take these classic monsters and add huge variety to them.


Humanoid Monster Races Finally Get Development

5/5

This is really what the revisited products should be like: full of extra inspiration and details to make a GM's like easier. Why buy a product that just regurgitates what I already know about a monster race?

This focuses on many of the humanoid monster races and fleshes them out, something Paizo really needed to do. I'm hoping they do this with many of the other races that are sentient.

This book is well worth your money if you plan on using monsters as characters in your games and not just target practice.


One of my favorites

5/5

This is probably one of the best Pathfinder resources for DMs. I love the 'classic' monsters, but it can be hard to use them in other than their typical niches. This book takes care of that and lets orcs, kobolds, and the rest be diverse enough to keep the players guessing.


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Is there any stuff talking about if these monsters can can be good?like
feats

RPG Superstar 2008 Top 32

3 people marked this as a favorite.

Any monster can be good: just write a new alignment into the stat block. Just like PC races.

If that feels too easy, there's the atonement spell.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

No.

This is a book for GMs full of adversaries for PCs. There is nothing about playing them as PCs, and since a GM, AP author, or module writer can put whatever alignment they want on their NPCs, it's a moot point.


I love the Gorthek. Love him.

I'm going to start re-imagining my orc cavalier for an upcoming Kingmaker Campaign (Finally, a Kingmaker Campaign). I'm going to try for a Mod of This Guy. It's mostly accurate, and has the added benefit of a dismounted mini.

He is so cute. I just want to scritch his belly. Maybe feed him a treat. (How on earth have I survived 3 decades?)


Are the the orcs still ugly in this book(the art)


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

It varies.

Some of the orcs are quite porcine, others look like elves with green skin and tusks, and the Orc scout looks downright sexy. For an Orc.


xavier c wrote:
Are the the orcs still ugly in this book(the art)

I'd say it's split between yes and no.

FREX: There's a female orc on p. 169 that is clasically beautiful with tusks. Perhaps she's supposed to be a Half-Orc? (The stat-block she shares a page and concept with says Orc.) There's a male Orc on the next page that's fairly handsome, with tusks. Maybe they're 3/4-Orcs?

The other five are all very Orc-y.

Chemlak's Orc Scout is the female I referenced.

RPG Superstar 2008 Top 32

1 person marked this as a favorite.

Orcs of Golarion and Classic Monsters Revisited both explain that there is a great deal of variance orc appearance due to widely varying amounts of human blood and the possibility of more than one 'original' orc bloodline when they came up from underground.

This serves both as a great bit of in-world lore (that orc->half-orc->human is more of a continuum than neatly dividable) and provides a good deal of CYA for various artists having different ideas of what 'orc' might mean.


So its like in skyrim...sexy orcs


What about the gnoll lizardfolk and vampire art is it good and what did you think of it?


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Vampire art:

I love it. Each piece is clearly a vamped-up version of an identifiable concept (vampire monk, you look awesome, pasty white skin and all). And I could stare at the vampire seducer image for hours... not as a sexy female character, but as a truly delightful example of a period formal strapless dress with a wickedly vampiric twist to the whole thing. I just look at it and think "oh, yeah, that screams vampire seducer to me".


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
xavier c wrote:
So its like in skyrim...sexy orcs

You will not think "sexy" when you see the orc mystic.

Well, unless sexy to you means vastly overweight dude with no neck, at least three chins, and arms like tree-trunks.


What are the archetypes? And would they make great player options?


3 people marked this as a favorite.

Bugbear - Fearmonger (Antipaladin)
Gnoll - Bouda (Witch)
Gnoll - Pack Rager (Barbarian)
Goblin - Winged Marauder (Alchemist)
Hobgoblin - Grenadier (Alchemist)
Kobold - Alchemical Trapper (Alchemist)
Kobold - Dragon Yapper (Bard)
Lizardfolk - Ancient Guardian (Druid)
Troll - Troll Fury (Druid)

Most of theses seem more suited to NPCs than PCs, but that's at first glance.

Edit: Missed the Gnoll Archetypes at first glance as well. I knew it felt a bit shy.


Skeld wrote:

Like feats, there are a bunch of Archetypes. Nine in total.

-Skeld

Wait there's only a total of nine archetypes between twenty races? So not every race has a couple of archetypes like in the ARG? That's disappointing news. I would have expected at the very least one per race. :/

Contributor

Skaldi the Tallest wrote:

Bugbear - Fearmonger (Antipaladin)

Gnoll - Bouda (Witch)
Gnoll - Pack Rager (Barbarian)
Goblin - Winged Marauder (Alchemist)
Hobgoblin - Grenadier (Alchemist)
Kobold - Alchemical Trapper (Alchemist)
Kobold - Dragon Yapper (Bard)
Lizardfolk - Ancient Guardian (Druid)
Troll - Troll Fury (Druid)

Most of theses seem more suited to NPCs than PCs, but that's at first glance.

Edit: Missed the Gnoll Archetypes at first glance as well. I knew it felt a bit shy.

Its been mentioned before, but the pack rager is my personal favorite of the bunch. Very cool and refreshingly new teamwork-sharing mechanic.

Contributor

Arikiel wrote:
Skeld wrote:

Like feats, there are a bunch of Archetypes. Nine in total.

-Skeld

Wait there's only a total of nine archetypes between twenty races? So not every race has a couple of archetypes like in the ARG? That's disappointing news. I would have expected at the very least one per race. :/

Each race has about two pages of rules content, and what's on those pages varies from race to race. Some have alternate racial traits, others have archetypes. Some have feats, others have equipment and spells. This isn't a player book, so it provides rules that supplement the flavor; nothing more, nothing less.

If you are a player, you might want to pick this book up for its options, because if you're a ratfolk, goblin, or orc, or you want to take the rare feat that doesn't have a racial prerequisite you might want this book regardless. You might also want this book because there's no real reason that you couldn't take some of these archetypes on another character. Or maybe you could buy the book for your GM and use it at your leisure; she'll love you for the character class templates in the Appendix, at bare minimum.


Ya I guess I just see Orc, Goblins, Lizardfolk, etc as just another set of race no different then Elves or Dwarves. I suppose I was kind of hoping they'd be given the same sort of treatment. Oh well it still promises to be an awesome supplement.

Could anyone tell me how many new pieces of art are there per race? I know it's a bit early but I'm wondering how many new pawn types we might see for each.

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

FLINDS?! :o

*ahem* Sorry.


The templates sound amazing. What are the cleric, wizard, and rogue templates like?


can anyone give me the down low on the hobgoblins?


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Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Cleric creature: +2 to Wis-based rolls, channel energy as cleric of HD-2 level, spellcasting (as previously described).

Wizard creature: +2 to Int-based rolls, arcane bond item, spellcasting as previously described, arcane school power at HD-2 level.

Rogue creature: +2 AC and +2 to Dex-based rolls, sneak attack for 1/2 HD d6 (max 10d6), evasion, uncanny dodge. (10+HD also gets 2 rogue talents (one may be an advanced talent) and improved uncanny dodge.)


1 person marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Hobgoblins...

Grenadier alchemist archetype.
6 military-focused feats (for example, reduce forced march damage to a large number of targets, and delay the fatigue).
3 pieces of equipment: bombchucker (it's basically a jai alai basket), fervour juice (grants ferocity), and a signal rocket (does what it says on the tin).

That might not sound like much, but these guys basically scare me.


Chemlak wrote:

Hobgoblins...

Grenadier alchemist archetype.
6 military-focused feats (for example, reduce forced march damage to a large number of targets, and delay the fatigue).
3 pieces of equipment: bombchucker (it's basically a jai alai basket), fervour juice (grants ferocity), and a signal rocket (does what it says on the tin).

That might not sound like much, but these guys basically scare me.

I would love to hear a more fleshed out explanation of the grenadier. I think it might be something id wanna play.

Silver Crusade

Skaldi the Tallest wrote:

Bugbear - Fearmonger (Antipaladin)

Gnoll - Bouda (Witch)
Gnoll - Pack Rager (Barbarian)
Goblin - Winged Marauder (Alchemist)
Hobgoblin - Grenadier (Alchemist)
Kobold - Alchemical Trapper (Alchemist)
Kobold - Dragon Yapper (Bard)
Lizardfolk - Ancient Guardian (Druid)
Troll - Troll Fury (Druid)

Most of theses seem more suited to NPCs than PCs, but that's at first glance.

Edit: Missed the Gnoll Archetypes at first glance as well. I knew it felt a bit shy.

SQUUUUUUUUEEEEEEEEEEE!!!!!!!!!!!!

Gnolly, Gnolly, Gnoll!


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Grenadier.

Lose brew potion, gain a single martial weapon proficiency.
Lose poison resistance, gain ability to apply alchemical items to weapons. Starts as a move action, eventually becomes a free action.
Lose poison use, gain precise bombs.
Lose swift poisoning, turn bomb blasts into cones.
Lose poison immunity, stagger foes with critical hits from bombs.

I tell you, the prospect of a squad of these guys scares me silly.


Pathfinder Rulebook Subscriber

That sounds like the grenadier alchemist from the PFS Field Guide.


What exactly is a Dragon Yapper? Sounds like it could be interesting


Chemlak wrote:

Grenadier.

Lose brew potion, gain a single martial weapon proficiency.
Lose poison resistance, gain ability to apply alchemical items to weapons. Starts as a move action, eventually becomes a free action.
Lose poison use, gain precise bombs.
Lose swift poisoning, turn bomb blasts into cones.
Lose poison immunity, stagger foes with critical hits from bombs.

I tell you, the prospect of a squad of these guys scares me silly.

Adjule wrote:
That sounds like the grenadier alchemist from the PFS Field Guide.

I was thinking that myself. It does sound like it'd be a great alchemist archetype for use in any combat-heavy or military-focused campaign.

And reading this plus the information from the ARG on hobgoblins makes me want to have either a nation or tribe of them as villains (or even allies) in a Kingmaker campaign. We've needed more information on the hobgoblins for quite some time.

Skaldi wrote:

Bugbear - Fearmonger (Antipaladin)

Gnoll - Bouda (Witch)
Gnoll - Pack Rager (Barbarian)
Goblin - Winged Marauder (Alchemist)
Hobgoblin - Grenadier (Alchemist)
Kobold - Alchemical Trapper (Alchemist)
Kobold - Dragon Yapper (Bard)
Lizardfolk - Ancient Guardian (Druid)
Troll - Troll Fury (Druid)

Now that sounds like one great list. I'm especially looking forward to reading the ones for the kobolds, lizardfolk, and trolls, given the roles all three play in my favorite AP, Kingmaker. I do wonder how exactly you do a troll druid, though. Everything that's been said about them over the years makes them sound very 'un-druidic' to me.

And I REALLY like that witch archetype for the gnolls! I remember reading about the Bouda in a collection of (I think) North African legends about the hyena-witches. I'm eager to see what the Pathfinder version is like.


Pathfinder Adventure Path, Rulebook Subscriber

I'm sad that there are no archetypes for vampires. I was really hoping they had a fighter one for some reason. :(

But speaking of vampires, any one willing to tease at what goodies they get?


2 people marked this as a favorite.
Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

2 vampire minion templates. Adle-minded and Repeatedly Drained.
2 feats: Aversion Tolerance (Mmm, garlic, lovely) and Vampire Companion (after all, what vampire wizard wouldn't want his bat to be undead?)
Alchemical blood (for all you Angel/Twilight fans out there).
2 magic items. Bloodfeast Shield (shield goes NOM!) and Bloodletting Thimble (yes, you do like your blood being drunk).

The real joy is in the sample creatures. I particularly love the weird butler.


Okay last questions on the archetypes...

Any chance we'll see the ability to be stacked on archetypes with recurring classes (The new Goblin Alchemist and the new kobold bard for example stacking with the other gobling alchemist and kobold bard)

Also is there anything you can reveal with the new witch archetype?

Also I'd like to know about any equipment added... or especially a new animal companion if there's anything


Pathfinder Adventure Path, Rulebook Subscriber
Chemlak wrote:


Alchemical blood (for all you Angel/Twilight fans out there).

ooooh! Any chance I can hear some more on this? "Angel" is one of my favorite shows and the reason I'm asking about vampire stuff is, yes, I'd like to play one. :)


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Nate Z wrote:
Chemlak wrote:


Alchemical blood (for all you Angel/Twilight fans out there).
ooooh! Any chance I can hear some more on this? "Angel" is one of my favorite shows and the reason I'm asking about vampire stuff is, yes, I'd like to play one. :)

I'm not going to give the whole game away, but it's basically synthetic blood to use as a stop-gap measure for 1 day when real blood isn't available. Mostly flavour text (excuse the pun) about how fake it tastes, but a vampire could live on it (it would get expensive in the long run, though).

President, Jon Brazer Enterprises

Chemlak wrote:
The real joy is in the sample creatures. I particularly love the weird butler.

Thank you, vampires were alot of fun to write.


Chemlak wrote:

Cleric creature: +2 to Wis-based rolls, channel energy as cleric of HD-2 level, spellcasting (as previously described).

Wizard creature: +2 to Int-based rolls, arcane bond item, spellcasting as previously described, arcane school power at HD-2 level.

Rogue creature: +2 AC and +2 to Dex-based rolls, sneak attack for 1/2 HD d6 (max 10d6), evasion, uncanny dodge. (10+HD also gets 2 rogue talents (one may be an advanced talent) and improved uncanny dodge.)

Thanks!!!


Pathfinder LO Special Edition Subscriber

I gotta say the ogre art in here scares me...

The art overall is wicked, but the ogre ones they did deserved special mention. I'm really happy with this purchase.

I totally want to play a chameleon lizardfolk too.


Ghoul stuff?


This looks promising. :)


Orcs. I love them.


John Kretzer wrote:
Liz Courts wrote:
Like this one...or do you mean a new one? :D
Meant a new one should have said NPC codex 2 or NPC Codex: Advanced Classes...to be clearer

Wish I had seen this a few weeks ago!

I am so stoked for the Monster Codex! It needs to get to my local gaming store sooner! >.<

Grand Lodge

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Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Guy St-Amant wrote:
Ghoul stuff?

Spoiler:

Ghoul chapter has: Ghoul Bloodline for Sorcerer, Feats (Bag of Bones, Corpse Companion, Old as Dust, Sleeper, Warren Digger), Spells (fleshy facade, hungry earth)

-Skeld

Grand Lodge

1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Nate Z wrote:
Chemlak wrote:


Alchemical blood (for all you Angel/Twilight fans out there).
ooooh! Any chance I can hear some more on this? "Angel" is one of my favorite shows and the reason I'm asking about vampire stuff is, yes, I'd like to play one. :)

Spoiler:

There's not much to it. 1 dose sates a vampire's blood lust for a day.

-Skeld


Skeld wrote:
Guy St-Amant wrote:
Ghoul stuff?

** spoiler omitted **

-Skeld

Cool, what's the bloodline do?


Are there any new sorcerer bloodlines other then the ghoul's?

Are there any new oracle mysteries?

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Axial wrote:
Skeld wrote:
Guy St-Amant wrote:
Ghoul stuff?

** spoiler omitted **

-Skeld

Cool, what's the bloodline do?

Spoiler:

Ghoul Bloodline gets:
Bloodline Arcana - You heal 1 HP/spell level each time you cast a necro spell that deals HP damage
Bloodline Powers - Ghoulish Claws (claw attack that scales to include paralysis on a failed save), Leathery Skin (+1 natural armor and resist cold 5; both scale up with levels), Ravenous Frenzy (haste effect), Earth crawler (gain burrow speed and conditional fast healing 10), Ghoulish Aspect (gain a bunch of ghoul-like abilities)

-Skeld

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Dragon78 wrote:

Are there any new sorcerer bloodlines other then the ghoul's?

Are there any new oracle mysteries?

Spoiler:

Ghoul Bloodline is all for Sorcerer Bloodlines.

The only Oracle Mystery is the Apocalypse Mystery

You didn't ask, but there are 2 Oracles curses: Cold-Blooded and Infested.

-Skeld


The more I hear about this book the more I'm looking forward to it. The information on ghouls in particular. They're another group that needed some more coverage and now they're getting it.


Skeld wrote:
Dragon78 wrote:

Are there any new sorcerer bloodlines other then the ghoul's?

Are there any new oracle mysteries?

** spoiler omitted **

-Skeld

Whoa! What do all of those things do?


Any more info on the new creatures related to each monster?

Are there any new 0HD races?

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