Pathfinder Campaign Setting: Inner Sea Monster Codex (PFRPG)

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Pathfinder Campaign Setting: Inner Sea Monster Codex (PFRPG)
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The Inner Sea region of the Pathfinder campaign setting is rife with monstrous foes, and 10 of the most fascinating are detailed in Pathfinder Campaign Setting: Inner Sea Monster Codex! From winged strix to aquatic gillmen, Golarion offers no shortage of iconic and inspiring antagonists to challenge any group of adventurers—and unexpected allies to aid them. Each entry presents a trove of information about the nature, history, society, and habits of one of Golarion's monstrous races, and ready-made examples of roles found among each creature type, from centaur foragers and cyclops lorekeepers to minotaur prophets and ogrekin looters.

Inside this book, you'll find creatures like:

  • Charau-ka, fierce simian humanoids who worship demons and possess a thirst for bloodshed.
  • Cyclopes, once part of a grand, ancient society but now reduced to a hunger sated only by sacrifice.
  • Gillmen, amphibious humanoids who claim to be the inheritors of the fallen Azlanti empire.
  • Girtablilus, bold scorpionfolk who guard the mysterious ruins of Golarion's deserts.
  • Strix, black-winged terrors intent on protecting their homeland from the human scourge.
  • Sadistic derros, malevolent minotaurs, aberrant ogrekin, and more!

The Inner Sea Monster Codex is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be used in any fantasy game setting.

Written by John Compton, Paris Crenshaw, Mike Myler, Tork Shaw, and Larry Wilhelm
Cover art by Jason Engle

ISBN-13: 978-1-60125-752-9

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

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beautiful book

5/5

beautiful book, full of nice ilustrations and probably only one with extreme quality paper I have never seen before. 5/5


Excellent and Evocative

5/5

The Inner Sea Monster Codex is a 64-page entry discussing ten different monstrous races for the Pathfinder RPG. The write-up for each monster includes background on the monster in the official campaign setting of Golarion, a summary of common encounters, and full stat blocks and pictures for various members of the race. In addition, many of the races include new features like archetypes, traps, oracle curses, feats, magic items, spells, etc. The monsters covered are:

* Centaurs. Everyone knows what these are, and centaurs in Golarion follow the fantasy tradition of being stubborn and xenophobic. This section includes a new archetype for centaur cavaliers called the Charger.

* Charau-Ka. I had never heard of this type of monster before. Charau-Ka are basically primitive ape-men, violent and brutal scavengers in Golarion's jungles. This section includes several Charau-Ka traps, many of which are quite creative and would be fun to use in a game.

* Cyclops. In Golarion, cyclops have a strong diviner/oracle flavour and are seen as quite rare. New oracle curses and a Cyclopean oracle archetype, the Cyclopean Seer, is included here.

* Derros. Everyone's favourite crazy evil gnomes. I really like their portrayal here as hidden threats that lurk underneath urban areas and kidnap surface-dwellers for strange experiments before brainwashing them to forget the whole thing. It would be quite easy to get PCs involved in investigating the mystery of missing persons. Several new alchemist discoveries are added.

* Gillmen. Merfolk that have a special role in Golarion lore as descendants of the ancient Azlanti people. I assume Gillmen will get even more attention in the upcoming (at the time of this review) Ruins of Azlant adventure path. I've never done much with aquatic races, but for those interested, several Gillman magic items are included here.

* Girtablilus. Another new one for me: basically, giant scorpions with human upper bodies (think centaurs but swap giant scorpions for horses!). In Golarion, they mainly appear in desert settings and as guardians of ancient ruins. I wasn't particularly impressed, but your mileage may vary. Two new druid domains (Ruins and Vermin) are introduced here, along with a new oracle curse (Site-bound) and a Girtablilu-specific feat.

* Minotaurs. In Golarion, minotaurs are the product of the demon goddess Lamashtu, but full the stereotypical role of guarding ancient labyrinths. There wasn't anything revelatory here for me. Four new spells are introduced that all focus on creating illusions to confuse travelers.

* Ogrekin. Mutated, deformed, and disfigured freaks. One gets a "The Hills Have Eyes" vibe. I quite liked the two tables of Beneficial and Disadvantageous deformities for the ogrekin, and there's also a template for creating half-ogres.

* Strix. Very cool looking winged humanoids who live on remote mountain perches. I could definitely imagine doing something with them. Six new feats for creatures with natural wings are included here.

* Urdefhan. Creepy demon-worshipping monsters from another plane who live in the Darklands (Golarion's equivalent of the Underdark). Nightmare-fuel that's perfect for adding some horror to a session. Six new feats (Urdefhan-specific) are included.

The artwork is uniformly excellent--really, it's as good as it gets in fantasy RPGs. Although not every monstrous race presented here was my cup of tea, there's enough creativity and mechanics crunch to make the book worth purchasing if any of the creatures presented here appeal to you as a GM. Do note that this is primarily a GM's book; although some of the mechanics options (feats, spells, etc.) could be used by PCs, most have a prerequisite tied to being one of the monstrous races.


Great book

5/5

Read my full review on Of Dice and Pen.

Inner Sea Monster Codex is an excellent and useful book. It doesn't quite have the utility of the Monster Codex, owing to more limited space. However, it provides GMs with ready-made NPCs that they can drop into their campaigns with only a moment's notice. Anything that cuts down on preparation time and makes GMs' lives easier is a definite success in my book.


An excellent resource for any game master.

5/5

Packed into this 64-page book are 10 races, many of them specific to the world of Golarion (but probably adaptable to any setting): centaurs, cyclopes, minotaurs, ogrekin, charau-ka (small, violent baboon-like humanoids), derros, gillmen, girtablilu (half-scorpion humanoids), strix (flying humanoids) and urdefhans (horrible underground-dwelling native outsiders).

Each race has a brief overview, and some new race-specific rules such as new feats, archetypes, traps, spells, or magic items. Then there are 4 sample monsters, of varying challenge ratings, from a CR 3 ogrekin Kreegwood stalker, to a CR 15 urdefhan half-fiend scion, each with full stats and a description of the specific monster's place in the world.

There is a good selection of classes used across the book, from sorcerers, gunslingers and rangers to hybrid classes from the Advanced Class Guide, including warpriests, slayers and swashbucklers. A few of these make use of archetypes, either existing ones or new ones from this book. There's even a range of alignments, including a good number of neutral creatures that could come in handy for friendly NPCs rather than enemies.

Each monster is presented in a single page layout with a plain white background for easy printing. The interior art is absolutely excellent throughout (something that can't always be said about Paizo's non-hardcover products), though my favourite piece is probably the Orvian Necromancer.

For me, the Inner Sea Monster Codex is on par with the Monster Codex for its usefulness in providing more interesting encounters with the 10 races detailed here. The excellent visuals are a great bonus as well.


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Silver Crusade Contributor

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Kajehase wrote:
And the Isle of Kortos.

The one time I played PFS, I believe I had to find a lost(?) minotaur prince. And steal his ring.

...I did not have Sleight of Hand. ^_^

Contributor

JiCi wrote:

I do not want to sound rude or anything, but...

any reason why this booklet is "exclusive" to the Campaign Setting instead of being 50% of an upcoming 2nd Monster Codex for the general rules?

Aside from the Charau-ka, all other monsters were presented in Bestiaries and the Advanced Race Guide (strix, gillmen), so to me, the exclusivity seems a little... odd... even if it's "not that hard" to adapt these to your liking.

If all 10 races were described solely in APs or other Golarion-related books, I would have understood... but I've seen derros, centaurs and cyclops in other general books... UNLESS some of the races presented DID start as Golarion-exclusive before being brought to the mainstream game.

I'll buy that Day 1 for sure, but I felt that I needed to ask :P

Considering that this year's Q3 book is Bestiary 5, I would rather get half a Monster Codex 2 now and then a whole separate Monster Codex 2 sometime in the future. But that's just my preferences. ;-)


Has anyone read this book yet?

What's in it by way of new info for the races?


Alexander Augunas wrote:
JiCi wrote:

I do not want to sound rude or anything, but...

any reason why this booklet is "exclusive" to the Campaign Setting instead of being 50% of an upcoming 2nd Monster Codex for the general rules?

Aside from the Charau-ka, all other monsters were presented in Bestiaries and the Advanced Race Guide (strix, gillmen), so to me, the exclusivity seems a little... odd... even if it's "not that hard" to adapt these to your liking.

If all 10 races were described solely in APs or other Golarion-related books, I would have understood... but I've seen derros, centaurs and cyclops in other general books... UNLESS some of the races presented DID start as Golarion-exclusive before being brought to the mainstream game.

I'll buy that Day 1 for sure, but I felt that I needed to ask :P

Considering that this year's Q3 book is Bestiary 5, I would rather get half a Monster Codex 2 now and then a whole separate Monster Codex 2 sometime in the future. But that's just my preferences. ;-)

Well, that could work too, but... it's still weird that they are making a Golarion-exclusive Monster Codex... with monsters that aren't necessarily Golarion-exclusive.

- Gillmen and Strix? Sure, as stated that they started as exclusive races in APs and the World Guide, even if they were made mainstream with the ARG.
- Charau-ka? Sure, they are still an exclusive race in the World Guide, with no reprint in a general rulebook... yet.
- Androids, Ghorans, Monkey Goblins, Lashuntas and Syrinxes? Sure, as presented in the Inner Seas Bestiary, as exclusive races, again with no reprint.

Centaurs, Cyclopes, Girtablilus, Ogrekins and Derros however? They... all appeared in Bestiaries already, withtou being in Golarion books prior to it, not to mention that some of them are rather iconic to the standard game.

Like I said, that's not a bad thing, but you have to admit that it doesn't "follow" the same rules as other Golarion products. Granted, rules are made to be broken, but still...

Oh BTW, I use the term "exclusive" simply to differenciate things from the general rulebooks and Golarion books, this isn't used as a prejorative word... at all, just to be clear ;)

Kalashtars, Shifters, Changelings and Warforged were exclusive to Eberron, for instance.


There's been lots of non-exclusive Golarion products...most of the Revisited series, for example, almost always focus on existing monsters...just how they fit into Golarion, as well as ways they can be modified. After all, the vast majority of the monsters in the Bestiary are also Golarion monsters...the important thing is that it's focusing on the monster's particular role in Golarion.

Paizo Employee Developer

3 people marked this as a favorite.
JiCi wrote:

I do not want to sound rude or anything, but...

any reason why this booklet is "exclusive" to the Campaign Setting instead of being 50% of an upcoming 2nd Monster Codex for the general rules?

Aside from the Charau-ka, all other monsters were presented in Bestiaries and the Advanced Race Guide (strix, gillmen), so to me, the exclusivity seems a little... odd... even if it's "not that hard" to adapt these to your liking.

If all 10 races were described solely in APs or other Golarion-related books, I would have understood... but I've seen derros, centaurs and cyclops in other general books... UNLESS some of the races presented DID start as Golarion-exclusive before being brought to the mainstream game.

I'll buy that Day 1 for sure, but I felt that I needed to ask :P

You're right that most of these creatures are ones that appear in setting-neutral books already. One of the particularly compelling reasons why many of these creatures appear in Inner Sea Monster Codex is that each has a particularly deep, fun, and exciting role that it plays on Golarion. Strix and gillmen appear in the Advanced Race Guide, yes, but they're also key players in their respective regions and have helped to shape history and politics in parts of Avistan and the Inner Sea. Cyclopes and derro predate the Pathfinder Campaign Setting line, yet one was a key species across several ages of Golarion's history, and the other is well worth examining more closely to understand their role beneath noteworthy cities. Each of these creatures hits a lot of those same buttons (of why this setting-neutral creature is great on Golarion), shows up in substantial numbers, and also triggered some serious cool factor responses while we were brainstorming the list.

And even for those using these creatures in other campaign settings, the write-ups can inspire GMs to incorporate these monsters, the additional character options, and the fully detailed stat blocks into other worlds in compelling ways.

Dark Archive

So, I noticed the Strix voyager has a base land speed of 0 feet.


Honestly I would be utterly shocked if we ever get a Monster Codex 2. So I am glad we are getting a campaign setting sequel.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

So I heard some people are already getting PDFs, so if anyone would like to play show-&-tell I have a few questions that I would love answered.

What are the new archetypes? (Class, Monster, what does it do?)
What are the new magic items?


I looked at my notes and I have land speed of 30? Hmmm


So about the Urdefhan... any new rules and such we can use for them?


Are the minotaurs beastly or more like those in the Dragonlance setting?

Dark Archive

1 person marked this as a favorite.

Centaurs get a cavalier archetype. Chateau-Kia get new items. Cyclops get two new oracle curses and an oracle archetype. Derro get some alchemist discoveries. Gillman get some items. Girtablilu get two clerics domains and an oracle curse. Minotaurs get four new spells. Ogrekin get some deformities and there's a half-ogre template. Strix get some feats. Urdefhan get some feats and an animal companion.


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Chateau-Kia is a particularly amusing autocorrect fail to me...


Ugh. The pdf release can't come soon enough. I hate the wait.

What else do we get on Urdefhan? In terms of fluff I mean.


Pathfinder Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

What is the centaur cavalier archetype?

What are the Cyclops oracle curses and mysteries?

What are the Gillmen Items?

what are the Derro Alchemist Discoveries?


Why is there a half-ogre template if we already have ogrekin?

Paizo Employee Developer

4 people marked this as a favorite.
Axial wrote:
Why is there a half-ogre template if we already have ogrekin?

The ogrekin template can only be added to Medium humanoids, while the half-ogre can be applied to other giants. So the new template opens up the possibility for half-ogre, half-hill giant monstrosities.

Liberty's Edge

Do the new oracle curses (cyclops and girtablilu) say that they are just for those races, or can they be used for other races too? There's a painful lack of new oracle curses anywhere so I'm desperate for anything I can get.

Shadow Lodge

Care to share what the new domains (or are they subdomains?), curses, and Ogrekin deformities are?


The Domains are Ruins and Vermin.

The oracle curses are Hunger and Powerless Prophecy. Also it looks like you do not have to be a Cyclopes to use the new archetype or curses.


Dragon78 wrote:

The Domains are Ruins and Vermin.

The oracle curses are Hunger and Powerless Prophecy. Also it looks like you do not have to be a Cyclopes to use the new archetype or curses.

Does the Ruins domain look to be any use to followers of Groetus ???

And what's the Cyclops Archetype like ?

Shadow Lodge

Dragon78 wrote:

The Domains are Ruins and Vermin.

The oracle curses are Hunger and Powerless Prophecy. Also it looks like you do not have to be a Cyclopes to use the new archetype or curses.

Woot!

Are these full domains or Subdomains?

How does the Powerless Prophecy curse work?

Also care to explain the new ogrekin mutations?


John Compton wrote:
You're right that most of these creatures are ones that appear in setting-neutral books already. One of the particularly compelling reasons why many of these creatures appear in Inner Sea Monster Codex is that each has a particularly deep, fun, and exciting role that it plays on Golarion. Strix and gillmen appear in the Advanced Race Guide, yes, but they're also key players in their respective regions and have helped to shape history and politics in parts of Avistan and the Inner Sea. Cyclopes and derro predate the Pathfinder Campaign Setting line, yet one was a key species across several ages of Golarion's history, and the other is well worth examining more closely to understand their role beneath noteworthy cities. Each of these creatures hits a lot of those same buttons (of why this setting-neutral creature is great on Golarion), shows up in substantial numbers, and also triggered some serious cool factor responses while we were brainstorming the list.

I see, you're going with with region-specific ideas. I understand... not that I was disagreeing with it anyway :P

John Compton wrote:
And even for those using these creatures in other campaign settings, the write-ups can inspire GMs to incorporate these monsters, the additional character options, and the fully detailed stat blocks into other worlds in compelling ways.

Bah... pretty sure that no one had trouble with that in the past XD


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I do see the word "sub" anywhere near those domains so I am going to say they are full domains.

Spoiler:
Powerless Prophecy you gain uncanny dodge(and improved), +4 initiative, +4 AC/Saves during surprise round but loose your turn during surprise rounds or the first round of combat if there is no surprise round.

Cyclopean Seer- revelations-doomsaying(target takes a penalty on skill checks, saves, or attack rolls), flash of insight, prescience(bonus to ac vs AoO/concentration checks)

The Ruins domain focuses on earth, divination, and powers that can make objects/structures stronger or weaker.

Site Bound oracle curse- become sicked, nauseated, and take ability damage if you are too far from your bound location. You only gain a +1 caster level while within your bound location.

Ogre-kin-
good mutations- 1)bulging eye 2)enlarged skull 3)gnarled hands 4)grotesque ears 5)lanky 6)snout 7)thick feat 8)vice grip 9)warty knuckles 10) webbed feat
bad mutations- 1)atrophied eyes 2)bad eyes 3)brittle bones 4)deformed feet 5)distractible 6)flaking skin 7)massive girth 8)offensive odar 9)trusting 10)twisted spine


Dragon 78...does it stipulate how big/small the region can/must be for the site bound curse ?

Paizo Employee Developer

Dragon78 wrote:
I do see the word "sub" anywhere near those domains so I am going to say they are full domains.

They are druid domains, similar to the animal and terrain domains presented in Ultimate Magic.


2 people marked this as a favorite.

It makes sense that Paizo would maintain it's stance on not adding any new cleric domains.

But seriously, there really should be a Vermin domain given how many deities are vermin-aligned (such as Deskari).

Scarab Sages Contributor

I have to know what kind of animal companion a race of daemon-worshipping/mating...things would get.


Working on a Strix build...what kind of love did they get ;)


Chris Ballard wrote:
Centaurs get a cavalier archetype. Chateau-Kia get new items. Cyclops get two new oracle curses and an oracle archetype.

I am especially looking forward to getting the information covering these two given their importance in one of my favorite APs, Kingmaker.

And a cavalier archetype for the centaurs sounds like something long overdue.

Silver Crusade Contributor

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I am super glad for new oracle curses. Especially non-racelocked ones. ^_^


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They have to be within 1500ft(up to mile by level 15) a small area that they are linked.

Strix Feats

Spoiler:
Buffeting Wings- Create a gust of wind effect as a full round action.
Cloak of Feathers- bonus to disguise as human, can hide an object in your wing folds.
Fling- fling an enemy that you grabbed with Snatch and Drop feat as ranged weapon.
Graceful Flier- +5 bonus to fly speed and improve maneuverability by one step while in in light or no armor and carrying a light load.
Powerful Wings- Gain two secondary wing attacks dealing damage as if one size category bigger.
Snatch and Drop-Grapple an enemy while flying and drop them.


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Many thanks Dragon78...I would say I definitely need to wait till this releases to solidify my build :)


I might buy this even if it has no monkey goblins, but begrudgingly.

Any info on the Hunger curse or the centaur cavalier?

Dark Archive

Mark Moreland wrote:
Axial wrote:
Why is there a half-ogre template if we already have ogrekin?
The ogrekin template can only be added to Medium humanoids, while the half-ogre can be applied to other giants. So the new template opens up the possibility for half-ogre, half-hill giant monstrosities.

And the ability to convert The Trouble at Grog's.

Still the best door openers ever created: 2d4 dexterity, and the chance of being considered a large creature. I still laugh when I think about my brother's half-ogre PC in the original Ravenloft. "No, Crunch is riding the horse pulling the carriage."


Mark Moreland wrote:
Axial wrote:
Why is there a half-ogre template if we already have ogrekin?
The ogrekin template can only be added to Medium humanoids, while the half-ogre can be applied to other giants. So the new template opens up the possibility for half-ogre, half-hill giant monstrosities.

That would be Ogre daHill! (like his sis Ogress IzalwysGreenr)

<pugwampi laugh>


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OK, finally got my hands on this ^_^

The bad (let's get this out of the way first and foremost)
- The Monster Index is sorted alphabetically; personally, I would have prefered to be sorted according to the CR, from lowest to highest.

- Could have used more traits, items, archetypes and so on...

- No associated monster; That's a little missed opportunity here. I could have seen a variant centaur (aquatic, zebra, unicorn, nightmare), an ape-based Charau-Ka variant (the current ones are mandrill-based) a two-headed cyclops, a derro failed experiment, a gillman-merfolk crossbreed, a new scorpion-like vermin and a labyrith-insane template for Minotaur victims.

(I feel like 2 pages, one for more stuff and one for a monster, could have been added for each monster.)

- Lack of chieftain figures; the Charau-Ka, Cyclopes, Derros, Gillmen, Minotaurs and Strix don't have an entry that defines a tribe's leader... unless some of them are and that I misread. I know that many of us have a different take of what classes make a tribe's leader, but to me, some of them seem to not fit with the monsters. For instance, a Charau-Ka ranger or hunter would work, but the Trickster makes it an odd choice. BTW, I left out the Ogrekin for a reason: it's a template using base races , not an "actual" race.

- Little errors here and there. Bah... it happens... and an errata can be done.

- The title hides the Charau-Ka on the cover. Come on, couldn't you made it a little lower on the page :P ? Ok, fine you get the logo-less cover at the end, but still...

That's... pretty much it really.

The good
- More NPCs for me to use
- Great artworks
- Great choices of classes; yeah, yeah, I mentionned that some don't reflect an authority figure... but these same entries work great for other roles.
- Great choices of monsters; the more the better ^_^
- Great intros
- Great extra materials

Overall great book ^_^


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Got my copies in the mail and I am elated!
Thanks again for including me and my exploding monkey tree. :D


So what type of classes are chose. For Urdefhan?

Dark Archive

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Pathfinder Roleplaying Game Charter Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber
Major_Blackhart wrote:
So what type of classes are chose. For Urdefhan?

Swashbuckler 1, Cavalier 7 with a Skaveling mount, Necromancer 11, Half-Fiend Warpriest 12.


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Any info on the (Most Wanted) Centaur Cavalier Archetype?


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Gars DarkLover wrote:
Any info on the (Most Wanted) Centaur Cavalier Archetype?

Charger:
-You're considered mounted for the purpose of charging, handling lances and having the Mounted Combat feat. Ride is substituted for Acrobatics.

- You deal more damage with your hooves.
- You move faster and can ignore difficult terrains for a short while.
- You can make an overrun attempt against every opponent in a single line of charging.

Shadow Lodge

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"Instead, they plod forever forward, challenging themselves with new languages, cultures, spells, and the constant frustration of humanoid stairs."

Centaur outcast entry

God that made me laugh way harder than it should have.


doc the grey wrote:

"Instead, they plod forever forward, challenging themselves with new languages, cultures, spells, and the constant frustration of humanoid stairs."

Centaur outcast entry

God that made me laugh way harder than it should have.

Wait until you get to the "Centaurs hate horseshoes" part :P


I like the entry about Urdefhan sailors. Sounds interesting to say the least.

Shadow Lodge

JiCi wrote:
doc the grey wrote:

"Instead, they plod forever forward, challenging themselves with new languages, cultures, spells, and the constant frustration of humanoid stairs."

Centaur outcast entry

God that made me laugh way harder than it should have.

Wait until you get to the "Centaurs hate horseshoes" part :P

Read that thought it was meh. Right now I'm in the Minotaurs and I gotta say I'm digging the marauders. There training is mean.

Also on the Ogrekin, Massive Girth doesn't seem to be that big of a penalty both compared to the others and how it works thematically. You'd think they'd also get a penalty to things like escape artist or something as well. Beyond that though I'm digging the book so far though I wish they had the encounters list at the end of each chapter like we have in the vanilla monster codex.


I just wish they'd done more higher level Urdefhan enemies and NPC's. A sightless sea captain or mercenary commander/ warlord would have been very cool.


Also, while it's a bit late to say, I would have liked some greater variation in artwork in terms of costumes for Urdefhan. The leather is great for the low level grunts, bit I would have liked to see some more war ready stuff for commanders or the upper class. That Necromancer was great tho. Very distinctive stylings.

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