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:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
Archives of Nethys

Note: This product is part of the Pathfinder Rulebook Subscription.

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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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Liberty's Edge

Got mine too. Really looking forward!


Hmm... my homebrew world already has a civilization of Ratfolk living underground below human cities... Is this the perfect excuse needed to make them rise up (tee-hee) and try to overtake the humans (after october 22nd of course)? Ideas, ideas...

Shadow Lodge

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

Soooon


Has the release date been pushed back to October 29th?

Scarab Sages

1 person marked this as a favorite.

Octobers Shipping Thread still shows the 22nd, and subscriber auths show finished. /me hopes his book ships tomorrow lol.

Lantern Lodge

Pathfinder Adventure Path, Rulebook, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber
DM Jeff wrote:
Got mine too. Really looking forward!

My notice of order was on Monday. Looking forward to all the new goodies.


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

Mmmm... yummy download. Thanks, Paizo! Time to get reading.

Grand Lodge

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

I have my PDF and I can take a few questions.

-Skeld

Edit: Oooo, this is nice...


Skeld wrote:

I have my PDF and I can take a few questions.

-Skeld

Edit: Oooo, this is nice...

What are the associated monsters for each race?

Dark Archive

Any art for the iconics in the book or is it all of monster NPC'S?

Grand Lodge

1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Troodos wrote:
Skeld wrote:

I have my PDF and I can take a few questions.

-Skeld

Edit: Oooo, this is nice...

What are the associated monsters for each race?

Spoiler:

Boggard - Bogwiggle
Bugbear - Frightful Haunter
Drow - Abrakarn Viper
Duergar - Dark Spitter Beetle, Juggernaut Beetle
Fire Giant - Steam Hog
Frost Giant - Svathurim
Ghoul - Sootwing Bat, Ghoul Hound
Gnoll - Flind
Goblin - Mutant Goblin
Hobgoblin - Yzobu
Kobold - Kyrana
Lizardfolk - Lizard Scion
Ogre - Troggle
Orc - Gorthek
Ratrfolk - Kirrix
Sahaugin - Feeder In The Depths
Serpantfolk - Seru
Troglodyte - Slaugrak
Troll - Sewer Troll
Vampire - Vampire Spawn

-Skeld

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Kevin Mack wrote:
Any art for the iconics in the book or is it all of monster NPC'S?

There are some Iconics int he half-page chapter lead-ins. The Iconics in those pictures are usually getting abused by the monster outlined in the chapter.

-Skeld


Skeld wrote:
Troodos wrote:
Skeld wrote:

I have my PDF and I can take a few questions.

-Skeld

Edit: Oooo, this is nice...

What are the associated monsters for each race?

** spoiler omitted **

-Skeld

Details on Lizard Scion, Feeder in the Depths, Steam Hog, and Seru?

Dark Archive

Skeld wrote:
Kevin Mack wrote:
Any art for the iconics in the book or is it all of monster NPC'S?

There are some Iconics int he half-page chapter lead-ins. The Iconics in those pictures are usually getting abused by the monster outlined in the chapter.

-Skeld

So which Iconics with which monster if you dont mind me asking?


How is it organized? I'm assuming twenty chapters, each species getting its own?

If so, how long are the ecology/society sections of each chapter and how many stat blocks in each?

Grand Lodge

1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Troodos wrote:
Skeld wrote:
Troodos wrote:
Skeld wrote:

I have my PDF and I can take a few questions.

-Skeld

Edit: Oooo, this is nice...

What are the associated monsters for each race?

** spoiler omitted **

-Skeld

Details on Lizard Scion, Feeder in the Depths, Steam Hog, and Seru?

Spoiler:

Lizard Scion - Not a car. A bigger, tougher, lizardfolk that are born every few generations.
Feeder in the Depths - A bigger, tougher, eviler, intelligent "magical beast" shark.
Steam Hog - Magical beast mash-up of flesh and steel. Used as a warbeast.
Seru - Underground telepathic venomous snake with bat wings.

-Skeld

Grand Lodge

2 people marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Dustin Ashe wrote:

How is it organized? I'm assuming twenty chapters, each species getting its own?

If so, how long are the ecology/society sections of each chapter and how many stat blocks in each?

Each race gets a 12 page chapter. Each chapter is broken up into "New Rules", "Creature Statisitics", and "Encounters." New Rules includes things like alternate racial traits, favored class bonuses, feats, spells, items, etc. The Stats are for various examples and variations on the monsters. I think the organization is quite nice.

-Skeld

Edit: It looks like about a page of desfriptive info on each race and 7 pages of stat blocks/descriptions (and art!).


Any new racial feats? and if so what are they and who gets them?


Skeld wrote:
Troodos wrote:
Skeld wrote:
Troodos wrote:
Skeld wrote:

I have my PDF and I can take a few questions.

-Skeld

Edit: Oooo, this is nice...

What are the associated monsters for each race?

** spoiler omitted **

-Skeld

Details on Lizard Scion, Feeder in the Depths, Steam Hog, and Seru?

** spoiler omitted **

-Skeld

How about the Yzobu, Kirrix, and Kyrana?

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Dragon78 wrote:
Any new racial feats? and if so what are they and who gets them?

Oh, yes, there are feats a-plenty...

Spoiler:

Every race has at least one feat, except Goblins and Toglodytes. That said, there are too many for me to easily list.

-Skeld

Grand Lodge

1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Axial wrote:
Skeld wrote:
Troodos wrote:
Skeld wrote:
Troodos wrote:
Skeld wrote:

I have my PDF and I can take a few questions.

-Skeld

Edit: Oooo, this is nice...

What are the associated monsters for each race?

** spoiler omitted **

-Skeld

Details on Lizard Scion, Feeder in the Depths, Steam Hog, and Seru?

** spoiler omitted **

-Skeld

How about the Yzobu, Kirrix, and Kyrana?

Spoiler:

Yzobu - A large herd animal, yak-horse(?) that hobgobs use as mounts.
Kirrix - Medium unintelligent iguana-like true dragon (fire) relative.
Kyrana - Large magical beast, disease-spreading, 6-legged, ratfolk use to guard their warrens.

-Skeld


Skeld wrote:
Axial wrote:
Skeld wrote:
Troodos wrote:
Skeld wrote:
Troodos wrote:
Skeld wrote:

I have my PDF and I can take a few questions.

-Skeld

Edit: Oooo, this is nice...

What are the associated monsters for each race?

** spoiler omitted **

-Skeld

Details on Lizard Scion, Feeder in the Depths, Steam Hog, and Seru?

** spoiler omitted **

-Skeld

How about the Yzobu, Kirrix, and Kyrana?

** spoiler omitted **

-Skeld

Oh cool! I assume the Kirrix and Kyrana's names are switched?

How about the archetypes?

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Axial wrote:
Skeld wrote:
Axial wrote:
Skeld wrote:
Troodos wrote:
Skeld wrote:
Troodos wrote:
Skeld wrote:

I have my PDF and I can take a few questions.

-Skeld

Edit: Oooo, this is nice...

What are the associated monsters for each race?

** spoiler omitted **

-Skeld

Details on Lizard Scion, Feeder in the Depths, Steam Hog, and Seru?

** spoiler omitted **

-Skeld

How about the Yzobu, Kirrix, and Kyrana?

** spoiler omitted **

-Skeld

Oh cool! I assume the Kirrix and Kyrana's names are switched?

How about the archetypes?

Yes, sorry, I got those two backwards.

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

-Skeld


Details on the other monsters?


So, couple of questions:

Does this book only use rules from the Player's Guide or are rules from the other manuals applied (aka classes, prestige classes, feats, spells, etc etc)?

Is there a feat, trait, or rule in this book that lets a monster be a different alignment than the standard norm for it's kind?

Can you give info on the Svathurim monster or Frost Giant-specific feats?

Can you shed any light on any Vampire-specific feats?

Is there a female frost giant druid in this book?

RPG Superstar 2008 Top 32

1 person marked this as a favorite.
Berselius wrote:
Can you give info on the Svathurim monster or Frost Giant-specific feats?

Svathurim


Skeld wrote:
Axial wrote:
Skeld wrote:
Axial wrote:
Skeld wrote:
Troodos wrote:
Skeld wrote:
Troodos wrote:
Skeld wrote:

I have my PDF and I can take a few questions.

-Skeld

Edit: Oooo, this is nice...

What are the associated monsters for each race?

** spoiler omitted **

-Skeld

Details on Lizard Scion, Feeder in the Depths, Steam Hog, and Seru?

** spoiler omitted **

-Skeld

How about the Yzobu, Kirrix, and Kyrana?

** spoiler omitted **

-Skeld

Oh cool! I assume the Kirrix and Kyrana's names are switched?

How about the archetypes?

Yes, sorry, I got those two backwards.

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

-Skeld

What are the archetypes?

Shadow Lodge

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

The simple class templates might be my favorite thing. It opens up some cool roleplaying opputunities at my table. Thank you, whoever's idea this was :)


Lazaro wrote:
The simple class templates might be my favorite thing. It opens up some cool roleplaying opputunities at my table. Thank you, whoever's idea this was :)

Sounds interesting. Do tell! :)

Shadow Lodge

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

The templates are bard, barbarian, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, and wizard. Like normal templates you have quick rule, and full on rebuild rules.The CR for the templates climbs as you gain HD (Max CR +3). The templates allow you to add class flavor/abilites without adding actual levels.


1 person marked this as a favorite.
Pathfinder Rulebook Subscriber

Would love some info on all of the gnoll stuff in here.


so any tidbits on the gnolls? I'm a gnoll geek and I'm curious on the new archetypes and feats associated. I'm not looking at what exactly they are, just a rough description of what the pack master gnoll actually is, and if there are any feats associated with them, such as revolving around eating gnomes, bite attacks, demon worship, pack tactics, Dire Hyena companions, ect.

Also i'm trying to avoid taking the class that the packmaster is an archetype for as i'm starting in a campaign next week in which I'm a gnoll who's building a pack.


Lazaro wrote:
The templates are bard, barbarian, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, and wizard. Like normal templates you have quick rule, and full on rebuild rules.The CR for the templates climbs as you gain HD (Max CR +3). The templates allow you to add class flavor/abilites without adding actual levels.

0__0

That's AWESOME!

So it grants spell progression if you choose wizard, cleric et cetera and gives you rage if you're a barbarian?

I think Paizo realized how impractical it was to add levels to monsters. I'm sure people will find a creative ways to add class templates to PCs, i.e pick a template along with your class.

Shadow Lodge

Pathfinder Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Axial wrote:
Lazaro wrote:
The templates are bard, barbarian, cleric, druid, fighter, monk, paladin, ranger, rogue, sorcerer, and wizard. Like normal templates you have quick rule, and full on rebuild rules.The CR for the templates climbs as you gain HD (Max CR +3). The templates allow you to add class flavor/abilites without adding actual levels.

0__0

That's AWESOME!

So it grants spell progression if you choose wizard, cleric et cetera and gives you rage if you're a barbarian?

I think Paizo realized how impractical it was to add levels to monsters. I'm sure people will find a creative ways to add class templates to PCs, i.e pick a template along with your class.

Yup! The barbarian for example gains rage, and greater rage at 10HD. The templates also give an ability score increase. The stat increase depends on the class chosen


3 people marked this as a favorite.

These class templates open up a world of possibilities. An overwise generic monster can be made a lot more interesting. You could have a Succubard, Balorbarian, Paladragon, and more!

Also, you could feasibly use them to make NPCs more interesting. Like a rogue with the wizard class template to represent a Beguiler-esque leader of a criminal gang, or an aristocrat with the paladin class template to depict King Arthur.


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

For anyone interested, the class templates appear to be a logical progression of the templates given in Minotaur Games' Rule Zero: Underlings product. So I suspect we have Jason Bulmahn to thank for that idea. And yes, they're awesome.


They just might be the selling point of this product. :)

What exactly do the class templates grant? Like, I assume the paladin template gives you smite and lay on hands. Does the cleric template give you channel energy?


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

Having some problems downloading the pdf onto my iPad, so I'll provide more detail later. Of course, if someone else wants to give a little more detail about the class templates, that would be cool.

Basically, each template has a CR mod of up to +3, and adds enough abilities to give the flavour of the class for the duration of a single combat, without the need to add the whole suite of class abilities to the monster.

Dark Archive

So anyone want to spill which Iconics are in which chapter openers?


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

Aha! I remembered the copy I put in my Dropbox.

Right, an example.

Barbarian creature is a +2 CR (+3 for 10+ HD base creatures) that gives uncanny dodge, +2 on all Str-based abilities, DR 1/- (3/- for 10+ HD) and can rage (as a barbarian) for 4+HD+Con mod rounds per day. (Paraphrasing the quick create rules).

The Spellcasting classes give access to the three highest level spells (and only a couple of each) based upon HD (25+ HD gives 2 7th level, 2 8th level, and 1 9th level), with an "if they cast them all, give it lower level spells, too, but no more than 2 of each spell level" rule.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber
Kevin Mack wrote:
So anyone want to spill which Iconics are in which chapter openers?

I haven't read them all, but the chapter openers seem to be all in the style of journal entries from non-iconic characters, usually about scary the monster is. The chapter opening art still includes iconics (in some cases), however.

Contributor

Kevin Mack wrote:
So anyone want to spill which Iconics are in which chapter openers?

I don't remember all of them, but the scariest ones tend to stick the best. Erzen and Valeros have been captured and are being sold into slavery in the deurgar opener and Alain is down for the count at the hands at a raiding party in the gnoll chapter opener. (The image also heavily implies that he was thrown from his horse in its death throes.)


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What sort of fun stuff do Goblins and Kobolds get to play with?


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

My personal favourite is Goblin Flying Straps, which allow a goblin to "ride" a flying mount (giant bat or vulture) by hanging underneath it. Typical goblin awesomeness.


So what are the details about the monsters related to each creature? We already have gotten stuff for kyrana, Kirrix, and Yzobu.


Pathfinder Rulebook Subscriber

No one is willing to give any info on some of the gnoll chapter?


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

Of course we are...

Two archetypes, one for witch, and the Pack Rager for barbarian, which specialises in teamwork.

5 new feats, 4 of which are teamwork feats. Yes, one of them turns a gnolls bite into a natural weapon (that's the one that's not a teamwork feat).

Findbar weapon. And I must admit that I grinned when I saw it. Exotic one-handed, 1d8/x2, disarm and trip.

3 new magic items, one of which is the Pugwampi Braid. Nice foe debuff.

Gnoll Packlord is a level 8 pack rager barbarian.

And, of course, there's the Flind. Who doesn't love Flind? Also, always proficient with Flindbar. Woohoo!

Edit to add: I'm a great believer in "leave them wanting more", which is why I'm being sparing with detail.


So what does the drow get?


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

iPad is currently recharging...

Might be tough to read properly on my phone. I'll see what I can do.


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

Right.

2 new alchemist discoveries, because everyone loves crowd control bombs.
3 new feats, after all, drow clerics need more ways to hurt good aligned creatures, and drow need to be even better in the dark.
2 pieces of mundane gear, I love the one that removes light blindness but makes you smell more to scent. And I really love the one that attracts vermin.
2 new magic items. Magical grappling hook crossbow bolt, and "oh, you have a +5 vorpal sword? Thanks, I'll borrow that and use it against you on my own sword for a few rounds!" In a glove.

And a three-headed snake construct with DR 10/-

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