Pathfinder Roleplaying Game: Villain Codex (PFRPG)

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Pathfinder Roleplaying Game: Villain Codex (PFRPG)
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Miscreants and Malefactors

Villains are at the heart of every great adventure—scheming, plotting, and causing mayhem—but creating a convincing and detailed group of antagonists is no easy task. Pathfinder RPG Villain Codex serves up 20 groups of vile miscreants waiting to menace your player characters and foil their every plan. Inside this time-saving tome, you will find a wide variety of foes, from a scheming regal court to a sinister doomsday cult, ready to challenge characters of any level. These villains come equipped with a host of new rules elements to give them the edge against players and fit into nearly any campaign!

Villain Codex is an essential addition to the Pathfinder Roleplaying Game. This imaginative tabletop game builds on 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 RPG Villain Codex includes:

  • Complete sections for 20 villainous organizations, including a power- hungry arcane society, a greedy merchant caravan, a fleet of scandalous pirates, a creepy secret society, and a wily thieves’ guild. Trade blows with the serpentfolk-worshiping monks of Fang Monastery, match wits with the sly bandits of the Merry Outlaws, or defend civilization from the wild druids of Nature’s Scourge!
  • Information on each organization’s history and structure, along with plot hooks to get the players interested in confronting the group.
  • New rules in each villain section, including feats, spells, and magic items.
  • A wide variety of new stat blocks for all organization members, using each villain section’s new rules.
  • Premade encounter groups, allowing Game Masters to quickly make use of the villains in every section.
  • ... And much, much more!

ISBN-13: 978-1-60125-906-6

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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Another "must have" book?

4/5

I have all the stat-block books of the RPG line (except from Bestiary 6 =/ ). They are a must to me, as I don't want to expend my time creating foes again and again, and when I do create them, its good to have some examples.

There are dozens of NPCs in this book, with all sort of different classes (from hybrid classes to occult classes, or just the classic ones as well).While the classic NPC Codex arranged the many characters in it by "character class", this one arranges them by "Organization". The characters are all built to suit a sort of villainous theme, from evil cultists to secret society members to vile arcane scholars to evil druids. There are even pirates and thieves!

Villain codex has new gears, new spells, and some other options - the NPC Codex doesn't. These options to customize the villainous NPCs are also arranged by "Organization". You can also easily rearrange the members of the many Organizations to make new organizations, and the book gives some guidance on how to do this. Like this, you can use this book to insert many different foes in your campaigns "on the fly" (they are all ready-to-go NPCs, just like the NPC codex). Its ease to change their race, some class options, and the flavor, so you can adapt them to any setting or adventure.

Concluding:

The main point of the Villain Codex is, as with any "stat-block" book (Bestiary, NPC Codex, Monster Codex), to provide GMs with characters that are ready to be used on the table. There are some of options that can be used by players as well. You can somehow look at the characters in it to see how you would build your own Villainous NPCs, or maybe player can look at them and see how they would develop their characters class build.

Many are the ways you can use this book. I have it, and I use it all the time.

Unfortunately, I will be taking one star out of the five I wanted to give this book, as I believe we could get more high CR/level villains, to use as really powerful main antagonists in our campaigns. The most powerful ones in the book are CR 14... Powerful, but not so powerful.


Villain Codex should be called NPC Codex II! Indispensable for GMs.

5/5

When I first picked up the NPC Codex, I thought it would be what the Villain Codex would eventually become. Conversely, when I picked up the Villain Codex, I thought it would be what the NPC Codex was. Fortunately, both are great books and I may even prefer the Villain Codex as a GM, as it gives us a great selection of generic NPCs that will pop up in a variety of scenarios.

Combine this with the NPC selection of the Gamemastery Guide and your GM will have everything they need to bring the NPC faces of their campaign world to life. This book belongs on every Dungeon Master's shelf.

Indispensable.


Great book

5/5

As a GM, love it. Good fights to throw at your players abound, and there are even a few new feats / items that may come in handy for players too.


Not bad but was hoping for more

4/5

This book is not the best put out by Paizo as far as utility goes but it’s also far from the worst. To start with this book is essentially really a DM only book. The format is near identical to the Monster codex which is nice because it’s a familiar format. There are some new magic items and spells and feats and so on but ultimately they are of little use to players and especially little use to good aligned player character. The book is broken up into factions the first page of each faction tells you basically their backstory and evil mo. Then there are about 5-7 pages of “villains” who are part of this faction there are 2 per page and this is sort of where my issue with the book comes in. These NPC villains have no life in them, they have no flavor text about the villain and what makes them tick. This has come up with me a few times in the past especially with bestiary 5. I like the flavor text because it gets the imagination going and helps with coming up with some creative stories or encounters. My example is the Wyrwood in bestiary 4. The description of that monster alone is enough to set the mind racing with ideas for entire campaigns, societies, villains and heroes all from a description that is 2 short paragraphs. This is just lifeless stats over pages and while they are fine for what they are it over all takes away from the book as a whole to me. Also each entry does not have its own image to go along with it. I hope that they remedy this with the pawn set which is supposed to be coming out but I will be making sure I look out for a review on that before purchase I can promise that. I will say that some of the evil organizations are very interesting and things that really you could build entire adventures around and there are handy adventure hooks in the book as well to this effect. Finally at the back of the book are about 2 dozen more organizations with small paragraph descriptions of how they function just to give you some more food for thought which I did appreciate. The art that is present in the book as always is beautiful and that is one of the best things about the pathfinder books. They have the best art of any RPG out there.


A Fun Toybox With a Few Flaws

4/5

And make no mistake, this, like many of the "Codex" line of RPG books, is a big ol' toybox. It seriously feels like dumping out a massive bin of old-school mix-and-match action figures onto the floor and playing Knights vs. Spacemen, or Cops & Cowboys. This is one of the best possible reasons to buy this book.
The groups are all either tried-and-tested fantasy tropes like the mercenary gang, doomsday cultists, douchebag guards, brutal slavors, or tribe of barbarians, possess that flare for reinventing classic fantasy stories that Paizo is so well known for such as the regal court or merry outlaws, or a mix of both, such as the Demon Knights and Death Cult. Want the evil queen from Snow White? They got that. Ever wondered what it would be like if Robin Hood were a jerk? They got that. Felt like tossing in some generic snake-themed ninja bad-guys for that 80's action flick feel? They got that.

That having been said, the book isn't perfect. There are two main issues with the book, though I admit that one of them is simply a matter of taste and may not be an issue at all. Firstly, whoever contributed to this book really, really, really loves rangers. Seriously they're everywhere. I understand that they are a fairly easy class to adapt to many villainous roles such as slavor, merc, cultist, tracker, assassin, etc, but it would have been nice to see more variety. Secondly, the book is missing some essential information when it comes to the goodies you can take from it. As an example, the book presents a very fun and flavorful new oracle mystery, but totally misses writing in the final revelation for that mystery, which will hopefully be fixed with the book's second printing.

Over all, aside from some small gripes and editing issues this book is great. At least half the fun of these sorts of books is reading about the plot hooks and suggestions for the various villains, and Villain Codex does not disappoint in this regard. As always, the ten dollar price tag for the PDF makes it an even more attractive option as well. This is a definite must-buy for those who like compilation books, are like me and get slightly lazy when it comes to building NPCs, or just want some springboards for generating minor and major story arcs.


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Grand Lodge

1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Axial wrote:
1) Sure, but I mean: what classes/races are they? I was told there's a Tyrant Antipaladin in there.

Ah, ok. I misunderstood what you asking for!

Spoiler:

Diabolist (Tiefling Sorcerer 7)
Hellguard (Human Antipaladin (tyrant) 7)
Infiltrator (Half-elf Inquisitor (infiltrator) of Asmodeus 8)
Martenet (Human Monk (hellcat*) 8)
Hellpriest (Human Warpriest of Asmodeus 9)
Firebrand (Half-elf Bard (demagogue) 10)
Eliminator (Human Slayer 10)
Infernalist (Human Cleric of Asmodeus 11)
Knight Tyrant (Human Antipaladin (tyrant) 12)
Grand Inquisitor (Human Inquisitor (sanctified slayer) of Asmodeus 12)
Hierarch (Human cleric of Asmodeus 13)

Axial wrote:
2) So the GM gets to choose?

Spoiler:

There's a "Story Hooks" section for each organization and those are mentioned. The main take-away is that they are end-of-the-world apocalytic cultists.

Axial wrote:
3) Fair enough.

:)

-Skeld


Skeld wrote:
Axial wrote:
1) Sure, but I mean: what classes/races are they? I was told there's a Tyrant Antipaladin in there.

Ah, ok. I misunderstood what you asking for!

** spoiler omitted **

Axial wrote:
2) So the GM gets to choose?

** spoiler omitted **

Axial wrote:
3) Fair enough.

:)

-Skeld

Ok, now I want to use the Diabolical Church in Hell's Rebels. I can see a lot of those NPCs doing Barzillai's dirtywork.

What's the listing of the Demon Knights?

Grand Lodge

1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Axial wrote:
What's the listing of the Demon Knights?

Spoiler:

Schir Inductee (Human Fighter 9)
Abrikandilu Sunderer (Dwarf Barbarian (breaker) 11)
Babau Poisoner (Human Slayer 9)
Nabasu Tracker (Human Ranger 12)
Babau Murderer (Human Rogue (knife master) 10)
Shadowcaster (Human Illusionist 13)
Marilith whirlwind (Elf Fighter 12)
Glabrezu Outrider (Human Cavalier 14)
Vrock Ritualist (Half-orc Cleric of Lamashtu 14)
Succubus recruiter (Human Skald 11)
Merciless Balor (Human Antipaladin 15)

-Skeld


Skeld,

Any feats relating to any of the groups that might be worth mentioning?

Spells? Magic Items? Rituals even?

Grand Lodge

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

Skeld,

Any feats relating to any of the groups that might be worth mentioning?

Spells? Magic Items? Rituals even?

There is, but like BotB, it's scattered throughout the book in individual sections and would take a lot of time to piece back together.

There's a lot of stuff in here though. I don't think you'll be disappointed.

-Skeld


1 person marked this as a favorite.

Skeld,

Well I already like what I see with the cults and stuff. :) So yeah.


Who's in he Secret Society? Is hat where we find our psychic class representatives?

Grand Lodge

1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Plausible Pseudonym wrote:
Who's in he Secret Society? Is hat where we find our psychic class representatives?

Last one tonight.

Spoiler:

Rake (Human Aristocrat 1/Rogue 6)
Cad (Human Fighter (cad) 8)
Channeler (Human Medium (relic channeler) 7)
Bearer (Middle-aged Human Occultist 8)
Caller (Half-elf Arcanist (occultist) 10)
High Sire (Old Half-elf Summoner 12)
High Talon (Old Human Mesmerist 13)
Grand Dam (Young Human Spiritualist (haunted) 13)

-Skeld


Thank you Skeld! :)

Liberty's Edge

Pathfinder Companion Subscriber

What's the rough spread of page count taken up by statblocks versus other material? If at one end of the spectrum we have Bestiary or NPC Codex with 100% statblocks/0% other material, another end has Advanced Player's Guide with 0% statblocks/100% other material, and Monster Codex is somewhere in the middle with 80% statblocks/20% other material...what would you estimate the spread is in Villain Codex?

Designer

2 people marked this as a favorite.
Samy wrote:
What's the rough spread of page count taken up by statblocks versus other material? If at one end of the spectrum we have Bestiary or NPC Codex with 100% statblocks/0% other material, another end has Advanced Player's Guide with 0% statblocks/100% other material, and Monster Codex is somewhere in the middle with 80% statblocks/20% other material...what would you estimate the spread is in Villain Codex?

It is literally the same chapter format as Monster Codex (except a major villain instead of a new monster as the one stat page that's alone with the encounters page).


Thank you Mister Seifter for that update! :)

Liberty's Edge

Pathfinder Companion Subscriber

Thanks Mark, that gives me a very clear idea of what the book is like.


So exactly how Scandalous are the pirates?

Dark Archive

Are there chapter openings for each of the organisations and do they involve the iconics?


1 person marked this as a favorite.
Skeld wrote:
Axial wrote:
What's the listing of the Demon Knights?

** spoiler omitted **

-Skeld

I totally love how this guys are tailored around demons ... also because it totally screams "Make your favorite pet among them return as demons of that species after they are defeated to oppose the high level pcs" ...

Silver Crusade

1 person marked this as a favorite.

I SAW HELLCAT.

ALSO SUCCUBUS INSPIRED SKALD.

*swoon*

Jon Brazer Enterprises

Skeld, I'm assuming there's a half page of artwork at the front of each group section, like with the Monster Codex. If so, what is your favorite? Please describe it.

Verdant Wheel

There is a feat i can see people buying the book just to get it.

Silver Crusade

Draco Bahamut wrote:
There is a feat i can see people buying the book just to get it.

What's it do?


1 person marked this as a favorite.
Rysky wrote:

I SAW HELLCAT.

ALSO SUCCUBUS INSPIRED SKALD.

*swoon*

That, or the skald just really wants to recruit a succubus to the group.

Silver Crusade

QuidEst wrote:
Rysky wrote:

I SAW HELLCAT.

ALSO SUCCUBUS INSPIRED SKALD.

*swoon*

That, or the skald just really wants to recruit a succubus to the group.

Also good.


1 person marked this as a favorite.

I'm genuinely excited for this book and can't wait til the pdf comes out. Let me ask is any group defined as particularly mercenary?

I'm curious about that because if so, could have a PC have a background as part of that group. Could lead to interesting role play options and encounters for the rest of the group.


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

Downloading... but game night starts in an hour, so I'm going to be too busy to help out.

Designer

Chemlak wrote:
Downloading... but game night starts in an hour, so I'm going to be too busy to help out.

If you're GMing, let us know if any of these guys helps fill in for NPC statblocks during the session.


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

Yes, I'm GMing, and I find myself much in need of the Regal Court (or at least bits of it).

Notably the elven spy. Damnit, now I need to relearn the ninja. Also her art is excellent.

Designer

Chemlak wrote:

Yes, I'm GMing, and I find myself much in need of the Regal Court (or at least bits of it).

Notably the elven spy. Damnit, now I need to relearn the ninja. Also her art is excellent.

Yeah, for sure! The court is the highlight organization for the next blog and I almost considered getting her art in there because it was so good, but she was more tangential to the story of the court compared to the half-page intro and the character I picked for a full spotlight seemed like a nice highlight to match the previous pair's theme (the theme being a powerful member of the group but not the top leader).

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Kevin Mack wrote:
Are there chapter openings for each of the organisations and do they involve the iconics?

There are: half-page art and half-page in-world text. I don't remember seeing iconics.

-Skeld

Grand Lodge

3 people marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Dale McCoy Jr wrote:
Skeld, I'm assuming there's a half page of artwork at the front of each group section, like with the Monster Codex. If so, what is your favorite? Please describe it.

Page 222, Slayer's Guild and the origin of Bat-vigilante.

-Skeld


There is now a feat that could allow [Blank] Grace magi to do spell combat again.


And I gotta wait to mid Nov for my pdf.


Skeld wrote:
Dale McCoy Jr wrote:
Skeld, I'm assuming there's a half page of artwork at the front of each group section, like with the Monster Codex. If so, what is your favorite? Please describe it.

Page 222, Slayer's Guild and the origin of Bat-vigilante.

-Skeld

Um, Bat vigilante?! Really?!?! Very cool...

Jon Brazer Enterprises

1 person marked this as a favorite.
Skeld wrote:

Page 222, Slayer's Guild and the origin of Bat-vigilante.

-Skeld

What is it? A kid crying over dead parents?

Grand Lodge

1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Fourshadow wrote:
Skeld wrote:
Dale McCoy Jr wrote:
Skeld, I'm assuming there's a half page of artwork at the front of each group section, like with the Monster Codex. If so, what is your favorite? Please describe it.

Page 222, Slayer's Guild and the origin of Bat-vigilante.

-Skeld

Um, Bat vigilante?! Really?!?! Very cool...

That was the first thing that came to my mind when I saw the picture.

-Skeld

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Dale McCoy Jr wrote:
Skeld wrote:

Page 222, Slayer's Guild and the origin of Bat-vigilante.

-Skeld

What is it? A kid crying over dead parents?

You'll have to wait and see. :D

-Skeld


1 person marked this as a favorite.

PDF downloaded!

YAY!!!


2 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

[*stares at impatiently at e-mail inbox*]
[forgets to eat*]
[*dies*]


No!!! No one needs to die for this! Carrion Crown Redux maybe but not this!


5 people marked this as a favorite.
Pathfinder Companion, Starfinder Roleplaying Game Subscriber

Got mine today, here's a teaser some might enjoy...

Spoiler:
Appendix 3: Rules Index
This list indexes the new rules introduced in this book.

ARCHETYPES
fortune-teller (bard) 32
hellcat (monk) 92
hunting serpent (ninja) 104
mirror witch (witch) 152
seasoned commander (fighter) 164
vaultbreaker (alchemist) 236
voice of the void (medium) 212

CLASS FEATURES
ascetic (oracle mystery) 104
atavism totem (barbarian rage power) 140
atavism totem, greater (barbarian rage power) 140
atavism totem, lesser (barbarian rage power) 140
erratic charge (barbarian rage power) 176
erratic charge, greater (barbarian rage power) 176
furious barrage (barbarian rage power) 176
furious draw (barbarian rage power) 176
incendiary charge (alchemist discovery) 236
order of the whip (cavalier order) 20
penetrating charge (alchemist discovery) 236
savage hurl (barbarian rage power) 176
toxic blood (oracle curse) 105
two-fanged pounce (barbarian rage power) 176

EQUIPMENT
alchemical cleaner 44
breathing tube 128
caravan master’s wagon 116
cutlass 188
dragoon cartridge 57
dragoon musket 57
dragoon pistol 57
guard’s kit 44
hook hand 188
loaded shell game cups 236
pallid suspension 69
quick-pack table 236
shoddy item 116
smuggler’s wagon 116
sucker’s barrel 117
zip-line hook 128

FEATS
Balor Whip 80
Balor Whip, Greater 80
Balor Whip, Improved 80
Coordinated Capture 44
Covering Fire 56
Craft Shoddy Item 116
Cunning 128
Deadly Kiss 224
Favored Community 44
Musketeer’s Daring 56
Musketeer’s Dodge 56
Musketeer’s Reposition 56
Musketeer’s Sidestep 56
Nature’s Wrath 140
Plague Resistance 68
Position of Strength 188
Position of Strength, Improved 188
Protective Line 56
Quick Stow 128
Reap the Infirm 68
Terrifying Assassination 224
Twin Fang Lunge 105
Twin Fang Strike 105
Twin Fang Style 105
Two-Weapon Grace 224
Vishkanya Perfume 224

MAGIC ITEMS
aerialist’s rod 32
animal mask 201
ankle chains of walking 21
arrow of latching 128
badge of authority 45
balor’s lash 81
battle strider’s boots 177
branding iron of tracking 21
cestus of security 224
clandestine voucher 225
commander’s tent 165
crate of preservation 117
cutlass of waves 189
darkness arrow 21
devil’s spit 92
diabolus bell 93
doorknobs of peregrination 237
erasing book 45
eyes of embersight 93
eyes of the damned 93
fool’s malady 33
fungal slippers 141
gag of silence 21
ghungroos of entrancement 225
hat of the seven winds 189
hood’s flair 129
hook of ascension 129
home away 33
ivory succubus 81
mage shot 57
mountebank’s megaphone 33
moss cloak 165
necklace of stolen breath 141
periapt of devotion 213
periapt of utter devotion 213
pirate lord’s patch 189
plagueborn mantle 69
pliability elixir 45
powerhouse pelt 33
quill of verification 45
reaper’s lantern 69
ring of rulership 153
rod of burning blood 93
satchel of plentiful feed 165
sigils of the great cataclysm 213
sleeping sap 21
slippers of scampering 237
smoke bomb of forgetfulness 225
society ring 201
unbalanced scales 117
Urgathoa’s breath 69
vagrant’s hood 129
vine arrow 21
vishkanya periapt 225

OCCULT RITUALS
atavistic reversion 140
blush of youth 8
cats and mice 200
enter the inner circle 200
natural reclamation 140
unwavering vigilance 9

SPELLS
amnesia 8
appearance of life, greater 8
beacon of guilt 44
burning entanglement 140
cloak of shadows 80
covetous urge 8
cursed treasure 188
dousing rain 176
escape alarm 45
fool’s gold 117
geomessage 237
hide bruises 20
hobble 200
hoodwink 212
nature’s paths 164
outbreak 69
reinvigorating wind 177
resist starvation 21
rotgut 188
sand table 165
shadow claws 81
shadow jaunt 81
steady saddle 177
virulent miasma 69
walk the plank 188
wicker horse 177

TEMPLATE
pallid vector 68

Also. Cunning. Thank you! Been waiting for the skillful counterpoint to Toughness for so...so...long...!


That sounds like one great list, Luthorne. Thanks for sharing it!

Liberty's Edge

Pathfinder Companion Subscriber

...a...new...oracle curse...

*tear comes to eye*


AGH, I cannot *wait* for this! I miss being a subscriber...


Could we get a roster of the Regal Court? I might want to modify my upcoming Curse of the Crimson Throne game to incorporate that


1 person marked this as a favorite.
Pathfinder Companion, Starfinder Roleplaying Game Subscriber
Troodos wrote:
Could we get a roster of the Regal Court? I might want to modify my upcoming Curse of the Crimson Throne game to incorporate that

Regal Court:

CRAFTY COURTIER CR 7
Half-elf bard 8

ROYAL GUARD CR 8
Human fighter 9

CAPTAIN OF THE ROYAL GUARD CR 10
Half-orc ranger (skirmisher) 11

PETITIONING PALADIN CR 9
Human paladin (divine defender) 10

ELVEN SPY CR 10
Elf ninja 11

PRINCE CR 10
Human fighter 7/rogue 4

QUEEN’S CHAMPION CR 11
Dwarf fighter (unbreakable) 12

VIZIER CR 12
Human mesmerist (vizier) 13

KING CR 13
Human rogue (rake) 14

QUEEN CR 14
Human witch (mirror witch) 15


spoiler:
What does the Seasoned Commander do and what is the Pallid Vector template?


Luthorne wrote:
Troodos wrote:
Could we get a roster of the Regal Court? I might want to modify my upcoming Curse of the Crimson Throne game to incorporate that
** spoiler omitted **

What the!? You mean to tell me that one of these villains is actually a:
Paladin!?

Axial,

He's probably just a dupe. You know that can happen. Or else he under a charm effect.

Also a few questions for Luthorne!

Spoiler:
Some details on the Balor feat tree, the occult rituals, and maybe amnesia?


1 person marked this as a favorite.
Pathfinder Companion, Starfinder Roleplaying Game Subscriber
Axial wrote:
Spoiler:
What does the Seasoned Commander do and what is the Pallid Vector template?

Spoiler:
The seasoned commander archetype trades the bonus combat feat at 1st level and proficiency with heavy armor and tower shields for 4 + Int skill points and five new class skills, armor training 1 for the cavalier's tactician ability, weapon training 1 and 3 for a somewhat downgraded version of the bard's inspire courage, weapon training 2 to instead use inspire greatness on an ally, armor training 3 for greater tactician, armor training 4 to instead use inspire heroics, and weapon training 4 for master tactician.

Pallid Vectors were exposed to a special Urgathoan disease and formed a symbiotic bond with it. They are treated as undead in many ways, and their attacks carry disease with every strike that can turn their victims into undead. If they themselves are killed they become undead themselves quite rapidly.

Thomas Seitz wrote:
Spoiler:
Some details on the Balor feat tree, the occult rituals, and maybe amnesia?

Spoiler:
The Balor Whip line of feats is primarily about using your whip to drag your enemies closer to you and smack them upside the head with a weapon in your other hand.

The atavistic reversion ritual lets you regress humanoids within miles to a brutish, primitive state.

The blush of youth ritual lets you sacrifice people to become young and attractive for months on end, and if undead, become mostly alive but still with your undead defenses.

The cats and mice ritual lets you temporarily transform the heads of helpless humanoids into the heads of mice while giving them an enormous fear of cats and things that resemble cats, while making them take damage if they go too far away.

The enter the inner circle ritual lets a secret society attempt to swear in a new member, while revealing who the member actually is and any lies they may have spoken during the ceremony. If all goes well, they get an attuned token that helps them with passing along secret messages with other members of the secret society.

The natural reclamation ritual lets you sacrifice someone to have vines overtake a settlement and attempt to destroy all buildings, though particularly sturdy ones cannot be destroyed by the vines.

The unwavering vigilance ritual lets the casters gain a status effect on one another, and whenever any of them are in trouble, once a day any of the others can choose to teleport to them.

Amnesia is a particularly nasty spell that permanently erases almost all of the target's memory, which also makes them lose the benefits of many class abilities, feats, and skill ranks, though some things remain. It can only be cured via heal, limited wish, miracle, psychic surgery, or wish.

Edit:

What the!?:
There are actually two paladins statted up in this book.


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Pathfinder Companion, Starfinder Roleplaying Game Subscriber

Also, the ascetic mystery looks really dang cool, but, is it just my copy, or did you guys leave out the Final Revelation? I mean, it probably won't matter for most games, but still...


Thank you Luthorne!

Also the ?!! part, my best guess is they wanted to sneak in stuff.

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