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

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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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RPG Superstar 2009, Contributor

Sun Kil Moon wrote:
Did you do the serpentfolk pictures?

Serpentfolk? Yes.

Pictures? No.

I like to think the words helped inspire the pictures, though. ;)


This Hobgoblin "Grenadier" alchemist archetype sounds pretty interesting; I might use a squad of them to subject my party to a Call of Duty 'nade spam.

Paizo Employee Publisher, Chief Creative Officer

7 people marked this as a favorite.

There will be pawns.


2 people marked this as a favorite.
Erik Mona wrote:

There will be pawns.

Aren't there always?

Oh- you mean for the game.


Erik Mona wrote:

There will be pawns.

Well you just made my day! I can hardly wait to add some diversity to my core monsters. :D


Lizardfolk, monsters? This is clearly a specieist book. Lizardfolk are usually Neutral, not evil!

Slight pet peeve aside, this seems like a promising piece of work. Looking forward to what it has in store.


Icyshadow wrote:

Lizardfolk, monsters? This is clearly a specieist book. Lizardfolk are usually Neutral, not evil!

Slight pet peeve aside, this seems like a promising piece of work. Looking forward to what it has in store.

It's okay. If Charm/Daze/Dominate/Hold Monster has taught me anything, it's that everyone is a monster on the inside. A deep philosophical lesson we can all learn from. :p

Contributor

Icyshadow wrote:

Lizardfolk, monsters? This is clearly a specieist book. Lizardfolk are usually Neutral, not evil!

Slight pet peeve aside, this seems like a promising piece of work. Looking forward to what it has in store.

Ratfolk are presented as Neutral "monsters" as well. Despite being Neutral, Lizardfolk are commonly encountered enemies that GMs love to use, so it makes sense that they'd appear in the Monster Codex.


Pathfinder Adventure Path Subscriber

Regarding serpentfolk CR, why are spellcasting classes being considered key classes when the serpentfolk do not have any built in spellcasting of their own? I thought a spellcasting class was only considered key if they stack with the innate spellcasting potential of the creature in question. (Bestiary 1 p. 297)


Alexander Augunas wrote:
Icyshadow wrote:

Lizardfolk, monsters? This is clearly a specieist book. Lizardfolk are usually Neutral, not evil!

Slight pet peeve aside, this seems like a promising piece of work. Looking forward to what it has in store.

Ratfolk are presented as Neutral "monsters" as well. Despite being Neutral, Lizardfolk are commonly encountered enemies that GMs love to use, so it makes sense that they'd appear in the Monster Codex.

I love to use them as potential allies, not automatic enemies.

Of course, I make exceptions to such when the player characters are evil.


Neil Spicer wrote:
Sun Kil Moon wrote:
Did you do the serpentfolk pictures?

Serpentfolk? Yes.

Pictures? No.

I like to think the words helped inspire the pictures, though. ;)

Pretty sure Florian Stitz did the serpentfolk art.


Pathfinder LO Special Edition, Maps, Pathfinder Accessories, PF Special Edition Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Superscriber

"Monster, noun: Any creature which is not helpful and not a PC." ;)

RPG Superstar 2009, Contributor

2 people marked this as a favorite.
Dreaming Psion wrote:
Regarding serpentfolk CR, why are spellcasting classes being considered key classes when the serpentfolk do not have any built in spellcasting of their own? I thought a spellcasting class was only considered key if they stack with the innate spellcasting potential of the creature in question. (Bestiary 1 p. 297)

Long Design Explanation:

Spoiler:

Sean and I had a discussion about this choice. The serpentfolk are actually listed in Bestiary 2 as having "Any Role" which is defined as not using any special rules when advancing by class level because "they lack racial Hit Dice, and thus advance in level normally." Clearly, however, the serpentfolk do have racial Hit Dice, so that seemed like a bit of errata to me, and that's what led Sean and I to examine the original intent behind the serpentfolk.

To do that, I took at look at what the serpentfolk are meant to do. And, because they come in two flavors (i.e., degenerate and advanced), they could potentially have different roles depending on which kind of serpentfolk you're talking about. So, in the process of statting things up for these serpentfolk who happened to have class levels, I kept comparing their resulting stats (AC, hit points, saves, DCs for special abilities and spells, etc.) to the baseline ranges for creatures of different CRs. After several iterations, it became clear to me that the degenerate serpentfolk should have a "Combat Role" and the advanced serpentfolk should have more of the "Spell Role." The latter is what caught your eye, and the choice to give them the "Spell Role" panned out in pretty much every instance when assessing their final CR. The effect of their many spell-like ability DCs and escalating spell-like abilities based on class levels gained caused them to line up with more of a "Spell Role."

I know that runs contrary to the advice given for the "Spell Role" where it states that "...creatures that only possess spell-like abilities do not fall into this role, and are usually considered combat or special." The chart also states that the "Spell Role" is only key if "...its spellcasting levels stack with those possessed by the creature." But serpentfolk really get into that area of the game where it's more art than science when trying to determine a final CR in this regard. For instance, when you examine the spell-like abilities advanced serpentfolk receive as they go up in class levels (i.e., they gain more and more powerful spell-like abilities as they gain class levels), they're essentially getting a lot of extra spell slots. So, in essence, they kind of are spellcasters from the get-go. And, even more, they're becoming more powerful spellcasters the more class levels you layer on for whatever spellcasting class they're taking. So, for those first 5 racial Hit Dice, it's a tremendous boon to them if you give advanced serpentfolk a two-for-one dip on spellcasting class levels. The resulting creature winds up having a very skewed CR threat range if you do that. Whereas, a one-for-one on spellcasting class levels keeps them in line as an appropriate threat for their CR.

So, after talking it through with Sean, he ultimately agreed (I think), and indicated it would be cleaned up in development if the design team felt otherwise. I know somewhere in there, Stephen inherited the developer duties for my turnover, so I'm not sure if he had a chance to give it any additional thought. Advanced serpentfolk are just one of the more complex monsters out there. And, in my opinion, you have to be really judicious with how much you pump them up by layering on spellcasting classes. Anything other than a spellcasting class shouldn't really be key. But spellcasting class levels turn them into serious threats, because as soon as they get 4th level, they get a free spell slot for dominate person (normally a 5th level sorcerer/wizard spell) and major image (normally a 3rd level spell). Meanwhile, their baseline class levels only give them 2nd level sorcerer/wizard spells. Later, at 9th level, this gets ratcheted up again when they gain mass suggestion (a 6th level spell) and teleport (a 5th level spell). The utility of these extra abilities in tandem with an advanced serpentfolk's really high racial bonus on Charisma (to determine DCs) is what kicks things into a higher gear than a normal monster with simpler spell-like abilities.

Anyway, that's a really long explanation to say we took a look at everything as closely as we could, and we applied a lot more "art" than "science" to the crafting of the class levels of these serpentfolk. All part of the fun and games of RPG design. Did it come out well in the end? Based on the final CRs for each serpentfolk NPC, I think it did.


Hope that helps,
--Neil


Interesting. It certainly does aid I think.
I was surprised that there weren't more examples of Degenerate serpentfolk given, but overall really liked the examples shown there.

I still wish we had an example of a Trog Paragon, one of the Xuluth masters, an example of maybe how he despises his own people and what they've become. I'd expect one such beast to have no qualms with experimentation on them. In fact, the chance to rebuild this foul race in a way more in line with his or her personal vision might not be something unheard of. From there, you might even see them take on Aboleth-like enjoyment in experimentation upon the lesser races. Could be interesting either way.

Liberty's Edge

Does that mean serpentfolk also play a skill role? The serpenfolk spy that is in the section implies they do.

RPG Superstar 2009, Contributor

I don't recall anything we did differently there in the initial design process. It's been awhile ago, so it's hard to remember now. I do recall the spell role discussion manifesting early on, though, because it was a bit of a mindbender at the time on what we should do about them.


Does anyone else besides me want more Hobgoblin options and perhaps a book on the goblinoid races? God I could use one.

The Exchange RPG Superstar 2008 Top 6, Contributor

Major_Blackhart wrote:
Does anyone else besides me want more Hobgoblin options and perhaps a book on the goblinoid races? God I could use one.

Me! I worked on them for the Advanced Race Guide, I'd love to come back to them in another book.


I would have liked to have seen each race get even more details.
Like with a full hardcover covering groupings of say four races.

1. Goblin & Orc Codex (bugbears, goblins, hobgoblins, orcs)
2. Giant Codex (cloud giants, fire giants, frost giants, stone giants)
3. Giant-kin Codex (cyclops, ettins, ogres, trolls)
4. Reptilian Codex (kobolds, lizardfolk, serpentfolk, troglodytes)
5. Undead Codex (ghoul, mummy, lich, vampire)
6. Underfolk Codex (darkfolk, drow, duergar, svirfneblin)
etc.

but I guess five times as much content probably wouldn't be feasible from the marketing side.


Arikiel wrote:

I would have liked to have seen each race get even more details.

Like with a full hardcover covering groupings of say four races.

1. Goblin & Orc Codex (bugbears, goblins, hobgoblins, orcs)
2. Giant Codex (cloud giants, fire giants, frost giants, stone giants)
3. Giant-kin Codex (cyclops, ettins, ogres, trolls)
4. Reptilian Codex (kobolds, lizardfolk, serpentfolk, troglodytes)
5. Undead Codex (ghoul, mummy, lich, vampire)
6. Underfolk Codex (darkfolk, drow, duergar, svirfneblin)
etc.

but I guess five times as much content probably wouldn't be feasible from the marketing side.

Would need more writers, editors, etc, more paizo staffers, have hardcovers come out more often (that could seriously hurt people wallets), etc...


What's the deal with this spell?

Ironskin

It is way better than Barkskin. Who's gonna bother with casting Barkskin on themselves now? (it's only use now is aiding allies)


Barachiel Shina wrote:

What's the deal with this spell?

Ironskin

It is way better than Barkskin. Who's gonna bother with casting Barkskin on themselves now? (it's only use now is aiding allies)

The main difference is, as you note, the range (Ironskin is self-only, Barkskin works on other people) and Barkskin's 10 minutes/level duration. Barkskin is something you cast before entering the dungeon, Ironskin is something you (hopefully) cast just before going into combat.

Liberty's Edge

Anyone have any information on the Cruel Opportunist feat for the Bugbear section? The Bugbear tyrant is listed to use it to increase his damage, but it seems to be missing from the book entirely.


Darn Ironskin is good, but it should also be pointed out it goes up every four levels. Which means that depending on caster level the spells go back and forth on which is better. At 12th level Barkskin is obviously better for example.


Just had a quick look at this going to buy it soon.

However, I had to comment...there is some stunningly good art in this book. Wow!!!


Just posted review, but wanted to pop in here.

Whoever did the gnoll section, I love you. The witch and barbarian archetypes are great. Pack Rager combined with Amplify Rage will help turn my Lamashtu cultists into the terrors they deserve to be. The Bouda is great for creating the classic 'evil eye' witch from folklore, and with a little change can be suited any race or environment.

Can I please get the name of the artist who did the image for the Bouda? Simply excellent.

Webstore Gninja Minion

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Ben Wooten did the gnoll art—check out the lineup here.


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Pathfinder Adventure Path, Rulebook Subscriber

My copy arrived on Tuesday. So far, I have only read some of the first page "ecology" sections and all of the chapter openers. That is more than enough for me to know that I love this book and it was worth every penny.

I am relatively new to RPGs. In fact, Pathfinder is my first and the only one I've really played for any extended period of time. As such, I don't have the context a lot of others on this board have in regards to these monsters. I thought a bugbear was a throw-away joke in a "Futurama" movie. I thought ghouls and zombies were the same thing. I had no interest in giants and why going "against the giants" was/is a big deal.

An ogre was Shrek.

I also can't speak too much about mechanics, or how the game is better or worse than others. Pathfinder gets a lot of flack for being too complicated at times, and it can be very complicated at times. But I still love it.

Anyway, the point I am getting to here is that I love this book simply because I think that it shows Pathfinder's/Paizo's real strength as a fantasy RPG/game company:

The flavor.

I thought the word bugbear was silly. Now they terrify me. I understand that there is a difference between a ghoul and a zombie (in this context at least), at it is horrifying. I went from "meh" on the idea of the "Giant Slayer" AP to kinda wanting to play in it now.

As for ogres? The chapter opener did such a good job that I am not sure I am going to read the ecology.

(I guess I'm also kind of saying this was a good book for October, huh?)

So yes, while people may criticize the game itself and maybe some of it is justified, I question anyone who says Paizo can't do good fluff.

Great job, team. Give yourselves a pat on the back.

Silver Crusade

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Pathfinder Adventure Path Subscriber

RPG Publishing Logic:

Paizo puts out a GM-oriented book: unicorns, love, happiness, harmony, pats on the back, oh guys never mind the page 43 typo, it's splendid all around.

Paizo puts out a player-oriented book: MRRRRRUUUUUAGH HOW DARE YOU PUBLISH A HALF-EDITED COMPILATION OF FAIL, R-WORD AND INSULT AGAINST HUMAN INTELLIGENCE! SKR KILLED ROUGES AGAIN! GIVE ME MY MONEY BACK, THERE'S A TYPO ON PAGE 43!!!!!!!!! FRANK TROLLMAN LIVES!

Liberty's Edge

Gorbacz wrote:

RPG Publishing Logic:

Paizo puts out a GM-oriented book: unicorns, love, happiness, harmony, pats on the back, oh guys never mind the page 43 typo, it's splendid all around.

Paizo puts out a player-oriented book: MRRRRRUUUUUAGH HOW DARE YOU PUBLISH A HALF-EDITED COMPILATION OF FAIL, R-WORD AND INSULT AGAINST HUMAN INTELLIGENCE! SKR KILLED ROUGES AGAIN! GIVE ME MY MONEY BACK, THERE'S A TYPO ON PAGE 43!!!!!!!!! FRANK TROLLMAN LIVES!

I believe you mean the Fan Reaction Logic. RPG Publishing Logic would describe the logic behind the decisions of what to publish.

At least that is how I interpret things. Beyond that, I kind of agree with you.


Liz Courts wrote:
Ben Wooten did the gnoll art—check out the lineup here.

Thank you Liz. You guys did good with this one.


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Pathfinder Adventure Path, Rulebook Subscriber
graywulfe wrote:
Gorbacz wrote:

RPG Publishing Logic:

Paizo puts out a GM-oriented book: unicorns, love, happiness, harmony, pats on the back, oh guys never mind the page 43 typo, it's splendid all around.

Paizo puts out a player-oriented book: MRRRRRUUUUUAGH HOW DARE YOU PUBLISH A HALF-EDITED COMPILATION OF FAIL, R-WORD AND INSULT AGAINST HUMAN INTELLIGENCE! SKR KILLED ROUGES AGAIN! GIVE ME MY MONEY BACK, THERE'S A TYPO ON PAGE 43!!!!!!!!! FRANK TROLLMAN LIVES!

I believe you mean the Fan Reaction Logic. RPG Publishing Logic would describe the logic behind the decisions of what to publish.

At least that is how I interpret things. Beyond that, I kind of agree with you.

I don't know if this was triggered by my post, but it did cause me to go back and re-read it. I now realize my post may not have come off as complimentary as I hoped. :\

So, I just want to re-inter-ate that I find this book awesome mostly due to it's fluff and flavor, but I do enjoy the mechanics that I've looked at too.

I also absolutely love the Advanced Class Guide, typos and all. And the Ultimate Books. And the Advanced Player's Guide...


Has anybody else tried a Goblin Alchemist Winged Marauder? As the Dire Bat is meant to be a mount/animal companion, I'm having problems with the strength 9 meaning a light load of up to 30lb (to be able to fly). This is less than the weight of my goblin, even naked. Am I missing something?


Sorry, please ignore me. Just noticed the light load limit was made obsolete in Pathfinder.


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How does the fearmonger archetype work? It has special cruelties but loses touch of corruption. Can it perform touches that deal no damage to inflict the cruelties or does it get a chaser status effect on foes that it uses feed on fear for?


So, apparently the old Grenadier alchemist archetype from the Pathfinder Society Field Guide was reprinted as a hobgoblin archetype, and no one thought to actually change the description that promises stuff the archetype doesn't deliver on? Pretty sure grenadiers don't get the ability to drink potions, elixirs, and mutagens more quickly, as the descriptive text advertises.


Gorbacz wrote:

RPG Publishing Logic:

Paizo puts out a GM-oriented book: unicorns, love, happiness, harmony, pats on the back, oh guys never mind the page 43 typo, it's splendid all around.

Paizo puts out a player-oriented book: MRRRRRUUUUUAGH HOW DARE YOU PUBLISH A HALF-EDITED COMPILATION OF FAIL, R-WORD AND INSULT AGAINST HUMAN INTELLIGENCE! SKR KILLED ROUGES AGAIN! GIVE ME MY MONEY BACK, THERE'S A TYPO ON PAGE 43!!!!!!!!! FRANK TROLLMAN LIVES!

I am not sure if this mention of Frank is supposed to be a good or a bad thing. Thus, I am not sure what to make of this post.


Do the simple class templates that grant arcane spells suffer from spell failure from armor as normal? What about natural armor?


Axial wrote:
Do the simple class templates that grant arcane spells suffer from spell failure from armor as normal? What about natural armor?

It doesn't outright say, but since for all of the arcane class templates they say "Can cast a small number of [class] spells with a caster level equal to their HD", it stands to reason. It's basically class levels baked right into a template.

I don't believe natural armor factors into it.

Shadow Lodge

Hey how does the ogre mancatcher get a free trip with his ogre hook along with his attack?

Editor, Jon Brazer Enterprises

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Dale McCoy Jr wrote:
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.

Ha, I didn't know those were your handiwork! I just used the halfling butler in Luvick Siervage's court hall during my last session of Carrion Crown, and next time we play I'm pulling out that half-orc vamp to match blows with my wife's elf barbarian (this was a perfect monster build for my game, since I've built up rumors that the Whispering Way are partnering with a faction from Belkzen). Good stuff, man!


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I love that a vampire can benefit from Rage now. It always bugged me that the most human-like or near lifelike undead couldn't get those benefits, when technically they are close enough to life where they should.

Also, some of that has inspired me and my group for an interesting game, a coven of Vampires from Ustalav that have been given the green light by the central government in the capital to run rampant throughout Razmiran. Personally, I'm working on a half-orc Dread Vanguard Anti-Paladin Vampire for the task, while others are similarly building interesting martial and caster type builds.

Will we assassinate Razmir and end his cult, or usurp it entirely and subsume control of his mini-North Korea state, and then make our own march towards death and destruction? Stay tuned kiddies!


I am sorry if this has been asked - I am wondering if the new Feats are NPC only or will they be able to be used for PCs in the game physic's? This is sort of the gauge about whether or not I add this to my library.

Paizo Employee Developer

Monster Codex page 5 wrote:
...Many of these options are restricted specifically to a given race, but some can be taken by any characters who meet the requirements to do so.

Scarab Sages Modules Overlord

Alex Smith 908 wrote:
How does the fearmonger archetype work? It has special cruelties but loses touch of corruption. Can it perform touches that deal no damage to inflict the cruelties or does it get a chaser status effect on foes that it uses feed on fear for?

Noting this is not official: It can touch creatures to inflict its cruelties (but not deal damage), all of which are fear-based. Since those are effects that cause fear, it can add its feed on fear effect to those.


I really like the concept of class templates. It allows for easier multiclassing without hampering the characters (I know, I have to account for the different CR adjustments). Are there plans to do the other classes?

I also think combining them with RGG Feats of Multiclassing can make for a very interesting dabbler. I have many ideas running through my head.


Can anyone tell me if there is a reason that the Riding Python (p.128) animal companion gets blindsight?
The Bestiary 1 snakes only get scent, so it doesn't seem to be a simple 'because the animal has it' reason. Being able to have a companion with 60ft blindsight at first level seems a bit too good, to the point players may try to go kobold just for it. Even Dire Bats only get blindsense, and with a shorter range, and seeing the unseen is kind of their thing.

Liberty's Edge

Is there anything on derro?

Mike


Qstor wrote:

Is there anything on derro?

Mike

Sorry, no derro. Maybe if it sells well enough they can be in the next book, one hopes.


1) When I apply the simple class templates to a monster, does it still need to have a high enough ability score to cast certain spells?

2) Does armor spell failure apply as normal? What about natural armor?

Monster Codex page 116 wrote:
Even then,the inevitable weaknesses that come with old age eventually come to the notice of hobgoblins of lower standing, who take the opportunity to usurp their elders' roles. Such coups are generally not violent, but a hobgoblin removed entirely from the sphere of war generally falls ill within a few years and dies long before his body would otherwise give out.

3) No mention of kalech-mar, i.e how Hobgoblins do the whole klingon promotion thing by challenging their superior to a duel. Has that been retconned?

Monster Codex page 128 wrote:
The few metallic-colored kobolds are an exception to this rule. Though no more good-inclined than their fellows, these metallic kobolds are seen as special or marked by some higher power, and often go on to become great chiefs or shamans.

4) That seems to contradict this feat and this trait.

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