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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Emperorkage wrote:
Has anyone else noticed the ascetic oracle mystery for the fang monstasy part is missing? I am wondering what they intended to put for it...

What do you mean? It's on page 104. It's the biggest trolling Paizo has done so far -

"Here's an Oracle Mystery that allows you to gain a pretty powerful Unarmed Strike! Also: it doesn't have any revelations that would benefit from Revelation Strike."


It is on page 104, but it's also missing a final revelation.


True. Easiest fix I can imagine is making it get the Final Revelation of another Mystery, such as Ancestors or Battle.

Designer

And here's the final preview about mysterious villainous groups!


Is the Amnesia spell supposed to be low spell level? I feel like for such a debilitating spell, its spell level should be higher then 4th?


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Geramies wrote:
Is the Amnesia spell supposed to be low spell level?

I can't remember.

Silver Crusade

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Gisher wrote:
Geramies wrote:
Is the Amnesia spell supposed to be low spell level?
I can't remember.

G$*!%+nit Gisher.


Geramies wrote:
Is the Amnesia spell supposed to be low spell level? I feel like for such a debilitating spell, its spell level should be higher then 4th?

I agree. For combat effectiveness compare to Feeblemind at level 5. Amnesia wipes out all class abilities skills, and feats of anyone, Feeblemind only wipes out spellcasting abilities.

Out of combat compare to Modify Memory, which is the same level but only does a few minutes (no game effect) of modified memories, and is much easier to fix with Dispel Magic.

Amnesia should probably be at least two levels higher.


Checked it again and noticed Amnesia is a 1 round casting time, which is a pretty good balancer in combat, making the appropriate comparison Dominate Person. so it's not as bad as I thought.


About halfway through this so far (Merry Outlaws). Standouts are the Cruel Musketeers (variety of archetypes and builds), Carnival Troupe (cool vibe and mix of roles), and Arcane Society (my favorite rules stuff).

Worst so far are the Death Cult (the intro page has a boring style simply reciting the roles of the upcoming individuals that doesn't conform to the other organizations write up styles at all) and the Merchant Caravan (6!!! NPCs have unarchetyped rogue levels, the rest are generally the most boring unarchetyped, low level, basic fighter, cleric, bard, and illusionist you could imagine).

Overall I like this book a lot and endorse the format. I'm looking forward to the unfortunately named Adventurers Guide a lot to see how this can be applied to real organizations with history and backstory.


Mad props to whoever put the Bioshock Infinite skyhook into the Merry Outlaw section. Best equipment Easter egg since Dumbledore's lighter in Blood of Shadows.

Contributor

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Plausible Pseudonym wrote:
Mad props to whoever put the Bioshock Infinite skyhook into the Merry Outlaw section. Best equipment Easter egg since Dumbledore's lighter in Blood of Shadows.

Apparently I'm the equipment Easter Egg master—I pitched both of those items....

(I've actually never played Bioshock, but I'm glad that it managed to evoke something you're clearly passionate about!)


Alexander Augunas wrote:
Apparently I'm the equipment Easter Egg master—I pitched both of those items....

That reminds me, you mentioned this on the podcast but it's rather cool that the zip-line hook has improvisation rules, was a nice little touch considering how often swashbucklers do it with just whatever is at hand (or Is their hand in the case of hook-handed pirates).

Project Manager

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To be clear: we discourage Easter Eggs in our outlines. (Being inspired by something in another property is cool--attempting to sneak in explicit/exact references is not.)


You'd have to be familiar with the source material and very good at pattern recognition to spot them. The latter isn't a common attribute.


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Plausible Pseudonym wrote:
You'd have to be familiar with the source material and very good at pattern recognition to spot them. The latter isn't a common attribute.

Every human since there have been humans has been excellent at pattern recognition. We're so good at it, alas, that we often connect dots that aren't even there.

Also: Why oh why could they not have illustrated the evil killer psychopath clown?!

Also x2: Sure were a lot of high-level mesmerists in this one. I'm not complaining, mind. I get the feeling that class has some serious traction. It's by far my favorite occult class, for whatever that's worth.


Pattern recognition is a design flaw. Just ask my dogs.


I think the Secret Society would lose their collective minds if they ever met a traditional tiger-headed rakshasa. Also I noticed in the preview, one of the leaders of the Society is called the Grand Tom, but in the final cut he's the Grand Talon. Probably for the best, but the Tom/Malkin/Dam triade of obscure names for cats was pretty cool.


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Quote:
Also: Why oh why could they not have illustrated the evil killer psychopath clown?!

I believe it was because some people would not buy the book if they did.

Designer

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shadowkras wrote:
Quote:
Also: Why oh why could they not have illustrated the evil killer psychopath clown?!
I believe it was because some people would not buy the book if they did.

We have pictures of all the characters, and they'll appear in the pawn box. When there were two choices, the art team chose the one that was the best fit for that page.


I'm just glad to have killer clowns from outer space.


Thomas Seitz wrote:
I'm just glad to have killer clowns from outer space.

Paizo actually did this in the book? XD


Plausible Pseudonym wrote:
Mad props to whoever put the Bioshock Infinite skyhook into the Merry Outlaw section.

Can you use it for melee attacks and grappling? :)

Liberty's Edge

Jessica Price wrote:
To be clear: we discourage Easter Eggs in our outlines. (Being inspired by something in another property is cool--attempting to sneak in explicit/exact references is not.)

That seems like a fine line, but I expect what you're really talking about if potential intellectual property infringement... which I don't think we're anywhere near with the equipment items in question.

That said, the most direct/obvious case of inspiration in this book is the Merry Outlaws clearly being patterned as an evil Robin Hood and his merry men... which has been public domain for a LONG time.


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shadowkras wrote:
Quote:
Also: Why oh why could they not have illustrated the evil killer psychopath clown?!
I believe it was because some people would not buy the book if they did.

You know what the clowns call those people? Future victims.

They all float down here.


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Pathfinder Adventure, Adventure Path Subscriber

Just finished reading this book. My immediate reaction was "I want to play a Mirror Witch in Strange Aeons" so well done to whomever wrote that bit,

Over all, great presentation and great job with this product.

Contributor

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Generic Villain wrote:
Also x2: Sure were a lot of high-level mesmerists in this one. I'm not complaining, mind. I get the feeling that class has some serious traction. It's by far my favorite occult class, for whatever that's worth.

I was actually just talking about this the other day with Code Switch's blogger, James—the mesmerist is basically the bad guy base class. Like, you don't have to be evil to play a mesmerist, but everything from the ability names to the class's flavor to the types of mechanics that the mesmerist uses (enchantments and illusions) just screams "bad guy."

As a result, it is VERY easy to envision a villainous organization with a mesmerist somewhere high up in the power chain, because the type of people who would be mesmerists are the type of people who would cause situations that heroes would want to thwart.


Pathfinder Adventure, Adventure Path Subscriber

I noticed that as well. I was tempted to comment on it, but decided it was a feature rather than a bug. We even get the suggestion of multiple kinds of mesmerists: both the vizier "powers behind the throne" and the ringmaster "weaver of illusions and center of attention" are here, which is all I can really ask for.

Probably my only disappointment is that the unchained classes aren't used in this book, which I'm sure others have brought up as well.

Well, okay, second disappointment was that I would have statted the deadly courtesan as an investigator, but I can understand that this was the one chance you all had to show off that archetype.


Hmm, overall I loved the flavor of the book, but at the same time, I thought some things, specifically the feats and abilities, weren't as good as those found in Monster Codex.

My Half-Orc Vanguard Slayer LIVES to cause terror on the battlefield using the feats found in the Bugbear section of the Monster Codex.

Packrager is an insane archetype for a Barbarian.

And Chain Challenge plus Order of the Flame are absolute MUSTS for any Cavalier who is gonna be a combat monster.

The same goes for the stuff out of the Orc section.

Right now, I'm going thru the Villain Codex, and I don't think it's as useful to the PCs though I'm loving the atmosphere the groups create.
In that sense, the book is absolutely awesome.


Major_Blackhart wrote:

And Chain Challenge plus Order of the Flame are absolute MUSTS for any Cavalier who is gonna be a combat monster.

OT question but what rulebook as the stats for the 'Order of the Flame'?


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Pathfinder Companion, Starfinder Roleplaying Game Subscriber
Eric Hinkle wrote:
Major_Blackhart wrote:

And Chain Challenge plus Order of the Flame are absolute MUSTS for any Cavalier who is gonna be a combat monster.

OT question but what rulebook as the stats for the 'Order of the Flame'?

Blood of the Elements.


Thanks for that ref Luthorne.

Lantern Lodge RPG Superstar 2014 Top 4

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So I was looking through my contributor copy that arrived this week and noticed that neither I nor anyone on the development side noticed that the final revelation for the ascetic mystery was missing. I just checked an earlier draft and it's in there, but not in the final turnover I sent back in January. I must've trimmed it out to make changes and never put it back in.

This is highly unofficial, so Mark, Stephen, Jason, Logan, or whomever should correct me on this. But, for GMs looking to use this mystery at their home tables, I intended the final revelation to function identical to the monk's perfect self ability. I'd recommend GMs use that as a rough patch until a more official answer comes.


Since there's no alignment restriction for the mystery the DR/chaotic part of Perfect Self doesn't seem perfectly apropos.

Designer

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Robert Brookes wrote:

So I was looking through my contributor copy that arrived this week and noticed that neither I nor anyone on the development side noticed that the final revelation for the ascetic mystery was missing. I just checked an earlier draft and it's in there, but not in the final turnover I sent back in January. I must've trimmed it out to make changes and never put it back in.

This is highly unofficial, so Mark, Stephen, Jason, Logan, or whomever should correct me on this. But, for GMs looking to use this mystery at their home tables, I intended the final revelation to function identical to the monk's perfect self ability. I'd recommend GMs use that as a rough patch until a more official answer comes.

By convergence of design, I recommended perfect self as a stand-in at least for now earlier in this very thread.


I've read this one in the local bookstore, and it is a great piece of work. I love the horror story potential of that one ritual used by Nature's Scourge that turns people into beast-men, among other things.

The idea for PCs to get involved in fights where they'd have to choose the lesser evil against an even worse one is also a cool idea. Like supporting a community run by the Asmodeans against the Urgathoan cultists, Nature's Scourge, or one of the nastier kill-em-all groups in the book.

And the Ascetic oracle mystery is pretty darn amazing.

Liberty's Edge

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Thomas Seitz wrote:
I'm just glad to have killer clowns from outer space.

Killer Klowns from Outer space..Holy ****


Alexander Augunas wrote:
Generic Villain wrote:
Also x2: Sure were a lot of high-level mesmerists in this one. I'm not complaining, mind. I get the feeling that class has some serious traction. It's by far my favorite occult class, for whatever that's worth.

I was actually just talking about this the other day with Code Switch's blogger, James—the mesmerist is basically the bad guy base class. Like, you don't have to be evil to play a mesmerist, but everything from the ability names to the class's flavor to the types of mechanics that the mesmerist uses (enchantments and illusions) just screams "bad guy."

As a result, it is VERY easy to envision a villainous organization with a mesmerist somewhere high up in the power chain, because the type of people who would be mesmerists are the type of people who would cause situations that heroes would want to thwart.

Huh, and here I see the Mesmerist as a very good good-guy class if you want to stop people without killing or maiming them. Just charm/dominate/hold person them, and fight's over!

And I like the art of the mutagened-up alchemist with the slavers. I always wondered what feral mutagen looked like; I had this mental image of something like a jacked-up Larry Talbot Wolf Man. Guess I was wrong.

Designer

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Eric Hinkle wrote:
Alexander Augunas wrote:
Generic Villain wrote:
Also x2: Sure were a lot of high-level mesmerists in this one. I'm not complaining, mind. I get the feeling that class has some serious traction. It's by far my favorite occult class, for whatever that's worth.

I was actually just talking about this the other day with Code Switch's blogger, James—the mesmerist is basically the bad guy base class. Like, you don't have to be evil to play a mesmerist, but everything from the ability names to the class's flavor to the types of mechanics that the mesmerist uses (enchantments and illusions) just screams "bad guy."

As a result, it is VERY easy to envision a villainous organization with a mesmerist somewhere high up in the power chain, because the type of people who would be mesmerists are the type of people who would cause situations that heroes would want to thwart.

Huh, and here I see the Mesmerist as a very good good-guy class if you want to stop people without killing or maiming them. Just charm/dominate/hold person them, and fight's over!

And I like the art of the mutagened-up alchemist with the slavers. I always wondered what feral mutagen looked like; I had this mental image of something like a jacked-up Larry Talbot Wolf Man. Guess I was wrong.

Mutagens are inherently unstable, morphic concoctions, so no reason it can't look different for different alchemists!


I do love a lot of the NPC statblocks introduced. Like how the Musketeers shows a variety of ways to do a firearm-wielding character, or the one guy who stacks two archetypes, or the zen archer/ninja assassin, or the Asmodean cleric who took an inquisition instead of a second domain.


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Eric Hinkle wrote:
Alexander Augunas wrote:
Generic Villain wrote:
Also x2: Sure were a lot of high-level mesmerists in this one. I'm not complaining, mind. I get the feeling that class has some serious traction. It's by far my favorite occult class, for whatever that's worth.

I was actually just talking about this the other day with Code Switch's blogger, James—the mesmerist is basically the bad guy base class. Like, you don't have to be evil to play a mesmerist, but everything from the ability names to the class's flavor to the types of mechanics that the mesmerist uses (enchantments and illusions) just screams "bad guy."

As a result, it is VERY easy to envision a villainous organization with a mesmerist somewhere high up in the power chain, because the type of people who would be mesmerists are the type of people who would cause situations that heroes would want to thwart.

Huh, and here I see the Mesmerist as a very good good-guy class if you want to stop people without killing or maiming them. Just charm/dominate/hold person them, and fight's over!

They are fairly similar to bards in that regard. When I think about my "pacifist character" ideas, Mesmerist is one of the classes that comes to mind the easiest.

Mainly I think it has to do with concepts; bards do mind-altering and emotion-affecting magic, but their stuff is framed more as inspiring people, while Mesmerists are always framed as being manipulative. Even their party buffs are presented as being tricking their allies.

Lantern Lodge RPG Superstar 2014 Top 4

Mark Seifter wrote:
Robert Brookes wrote:

So I was looking through my contributor copy that arrived this week and noticed that neither I nor anyone on the development side noticed that the final revelation for the ascetic mystery was missing. I just checked an earlier draft and it's in there, but not in the final turnover I sent back in January. I must've trimmed it out to make changes and never put it back in.

This is highly unofficial, so Mark, Stephen, Jason, Logan, or whomever should correct me on this. But, for GMs looking to use this mystery at their home tables, I intended the final revelation to function identical to the monk's perfect self ability. I'd recommend GMs use that as a rough patch until a more official answer comes.

By convergence of design, I recommended perfect self as a stand-in at least for now earlier in this very thread.

You and I need to synchronize our psychic convergences to at least come before copyediting! :)

Shadow Lodge

Crap, how did I not notice the final revelation for the Ascetic was missing?

Anyways I have other questions.

1.) How is the Vile Admiral getting all of this bonuses with the Cutlass? It's a slashing weapon and doesn't get any of his finesse bonuses from swashbucklers finesse, he lacks Slashing grace, and even if he had said feat it only works while wielding the weapon one handed. Am I missing something?

2.) The Cad in Secret Society can't wear heavy armor and lacks a feat to return his proficiency, so either his atk needs to be +11/+5 or their armor needs to be changed. Also, how does he and the Rake have 22 STR and 22 DEX respectively without having an enhanced stat array? Is this supposed to be the potions from before combat factored in and if so why isn't there a before buffs listing like with every other character like the barbarians, the experimenter, or the eminent spellqueen?

Sovereign Court

Two-Weapon Grace, p.224:

This feat allows Fencing Grace, Slashing Grace and Starry Grace to work with TWF. It even grants half dex mod to dmg with the off-hand. Was the intent to also allow Precise Strike swashbuckler ability? My opinion is yes, as this is clearly a swashbuckler oriented feat so all deeds should work with it, but I'm not sure my opinion is in accordance to the RAW.

I'm worried that the feat cuts off access to Precise Strike, which is one of the main swashbuckler deed.

Designer

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Purple Dragon Knight wrote:

Two-Weapon Grace, p.224:

This feat allows Fencing Grace, Slashing Grace and Starry Grace to work with TWF. It even grants half dex mod to dmg with the off-hand. Was the intent to also allow Precise Strike swashbuckler ability? My opinion is yes, as this is clearly a swashbuckler oriented feat so all deeds should work with it, but I'm not sure my opinion is in accordance to the RAW.

I'm worried that the feat cuts off access to Precise Strike, which is one of the main swashbuckler deed.

You add what the feat says, which does not include precise strike. Precise strike is a damage fixer for the low damage of the single-handed fighting style, so ideally we will never publish something to use it with other styles that already do higher damage like two-weapon fighting, archery, etc.

Sovereign Court

Mark Seifter wrote:
Purple Dragon Knight wrote:

Two-Weapon Grace, p.224:

This feat allows Fencing Grace, Slashing Grace and Starry Grace to work with TWF. It even grants half dex mod to dmg with the off-hand. Was the intent to also allow Precise Strike swashbuckler ability? My opinion is yes, as this is clearly a swashbuckler oriented feat so all deeds should work with it, but I'm not sure my opinion is in accordance to the RAW.

I'm worried that the feat cuts off access to Precise Strike, which is one of the main swashbuckler deed.

You add what the feat says, which does not include precise strike. Precise strike is a damage fixer for the low damage of the single-handed fighting style, so ideally we will never publish something to use it with other styles that already do higher damage like two-weapon fighting, archery, etc.

Darn! I will have to rely on the magnanimity of my GM here (home game) and hope his reading of the precise strike sentence, "cannot attack with a weapon in her other hand" interweaves well with the wording of blade and tankard fighting technique's sentence, "you can [...] in place of attacking with it"

:P


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Mark Seifter wrote:
Purple Dragon Knight wrote:

Two-Weapon Grace, p.224:

This feat allows Fencing Grace, Slashing Grace and Starry Grace to work with TWF. It even grants half dex mod to dmg with the off-hand. Was the intent to also allow Precise Strike swashbuckler ability? My opinion is yes, as this is clearly a swashbuckler oriented feat so all deeds should work with it, but I'm not sure my opinion is in accordance to the RAW.

I'm worried that the feat cuts off access to Precise Strike, which is one of the main swashbuckler deed.

You add what the feat says, which does not include precise strike. Precise strike is a damage fixer for the low damage of the single-handed fighting style, so ideally we will never publish something to use it with other styles that already do higher damage like two-weapon fighting, archery, etc.

Funny. Just last week a feat was released that allows precise strike with two handed glaives :)

Silver Crusade

Alex Mack wrote:
Mark Seifter wrote:
Purple Dragon Knight wrote:

Two-Weapon Grace, p.224:

This feat allows Fencing Grace, Slashing Grace and Starry Grace to work with TWF. It even grants half dex mod to dmg with the off-hand. Was the intent to also allow Precise Strike swashbuckler ability? My opinion is yes, as this is clearly a swashbuckler oriented feat so all deeds should work with it, but I'm not sure my opinion is in accordance to the RAW.

I'm worried that the feat cuts off access to Precise Strike, which is one of the main swashbuckler deed.

You add what the feat says, which does not include precise strike. Precise strike is a damage fixer for the low damage of the single-handed fighting style, so ideally we will never publish something to use it with other styles that already do higher damage like two-weapon fighting, archery, etc.
Funny. Just last week a feat was released that allows precise strike with two handed glaives :)

He said styles, not weapons :3

Liberty's Edge

I'd like to see a Allies Codex someday

Designer

Alex Mack wrote:
Mark Seifter wrote:
Purple Dragon Knight wrote:

Two-Weapon Grace, p.224:

This feat allows Fencing Grace, Slashing Grace and Starry Grace to work with TWF. It even grants half dex mod to dmg with the off-hand. Was the intent to also allow Precise Strike swashbuckler ability? My opinion is yes, as this is clearly a swashbuckler oriented feat so all deeds should work with it, but I'm not sure my opinion is in accordance to the RAW.

I'm worried that the feat cuts off access to Precise Strike, which is one of the main swashbuckler deed.

You add what the feat says, which does not include precise strike. Precise strike is a damage fixer for the low damage of the single-handed fighting style, so ideally we will never publish something to use it with other styles that already do higher damage like two-weapon fighting, archery, etc.
Funny. Just last week a feat was released that allows precise strike with two handed glaives :)

Hence "ideally"; there was also almost an archetype that added it to bows a while back.

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