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:
Sadly, none of the fV(k1ng badass characters illustrated on the cover by Wayne Reynolds are contained within this book. (However there are pirate captains).
This book is very similar to the (excellent) NPC codex. Most of the npc's in Villain Codex start at around CR 2 or 3 and go up to CR 14. They are grouped together by faction each with a theme. Most of these are just antagonistic versions of organizations encountered by players sooner or later. While criminal and certainly realistic some seem benign by comparison to others. Most could pull double duty as friendly or non hostile npcs. The "Corrupt" guards could just as easily be "guards". The Merry Outlaws in one chapter could be allies against the Corrupt Guards in the previous one, or vice versa. Allowing you to play cops and robbers equally. The last chapter suggests combining themed factions to make complex conspiracies which I think potentially this book could really shine. Some faction themes suggest their own campaigns (a good thing) but might be of limited use. I am glad to see another addition to the Codex series, which IMO is more useful and superior to the Bestiary series.
Villains and Organisations, but also sometimes not Villains?
They took the strides made with the Monster Codex and further refined it. I love the diversity of the organisations presented. There could easily be factions to play against or up against each other, enemies that could be sometimes allies, and new flavourful rules, I could see this entire arcs in a campaign spawned just by linking a few of encounters together. There is so much originality and whimsy in here that I cannot help but feel warmed inside. There is enough richness and complexity in some of the “boss villains” in a few lines that you could easily build upon, and that is before you even read the hooks that they have already made. While there are one or two rough edges, the book is a worthy follow up in the line. It leaves a sense of promise for the future.
Okay, so my review got annihilated so here is super sort version:
I'm okay with idea of rpg line having golarion content in future due to me exclusively using established settings most of the time BUT
So yay I like to have toolbox that allows me to do non-Golarion setting and fill it with ready made groups, group vs group conflicts, intrigue plot arcs and such because I like having a crutch to work towards building my own setting without doing everything completely on my own on first time. I like the groups and I also like the end chapter that mixes them up several ways(either to create new groups or combine them like The Syndicate)
Stat blocks themselves are interesting too, surprised at amount of non ninja ninjas.
Used example of that I will probably use some of these statblocks in my golarion campaigns, since I'm bad with doing statblocks, so if I ever do that Night Herald campaign, I will probably use these cultists rather than reflavoring non generic cultists as Night Heralds. I believe on principle that Kuthonites/Lamashtans/Norgorber cultists/old god cultists should statblock wise be enough different from each other that you can't just randomly change name of the god and not tell difference.
(my overal plan is to do APs, then campaigns in Golarion with my own stuff, then campaign based on familiar stuff/setting generic npc book materials and then my own setting with my own materials(while probably using npc statblocks for help. I will of course continue using Golarion and APs, but I want to take baby steps to doing more creative stuff with world building and storytelling and such)
So anyway, in short: If rpg line moves to featuring Golarion specific npcs(which is bit problematic for me since thing I like about NPC codex is that they don't make references to areas or anything so I could include those in Golarion or other settings, but Inner Sea NPC codex npcs like anaphexia agent would feel waste of flavor to me to reflavor anaphexia part of them out or feature them somewhere it wouldn't make sense to feature them. If named npc has specific country being heavily featured, I'd feel it'd take most of their flavor to feature them in place where their country has nothing to do with them being there), organizations, etc whatever, I'd like books feature at least small token of advice on how to adapt organizations or npcs to other settings than Golarion. Just to note, with this I'm only talking about npc statblock books, with monsters and such I'd be really happy for their flavor to be Golarion specific since I find monsters to be surprisingly easy to reflavor anyway for some reason. Kinda like how Monster Codes descriptions are pretty much Golarion flavor with references removed anyway?
Fantastic collection of NPCs, just not Golarione-y enough
This is the third hardcover 'Codex' book from Paizo. The NPC Codex was pretty much a long list of core class NPCs. While statblocks are always useful, there was little in the way of new content, and the book was setting-agnostic.
Then came the Monster Codex. Things got better there, with some new material, although most of it was limited to monsters in question. Again, setting-agnostic.
And here is the Villain Codex, presenting no less than 20 organisations, each with several villainous NPCs. Good news: there's much more rules content here! You get archetypes, feats, spells and items which you can use with more than just the provided NPCs. Also, the provided NPCs are not just core classes, you'll find material from all Paizo hardcovers, including Occult Adventures and Ultimate Intrigue.
So, why four stars? It's still setting agnostic. If I want to integrate those into Golarion, I need to do extra work. I don't like doing extra work for my $. I respect Paizo's desire to keep the core hardcover line separated from Golarion but at this point it's becoming an awkward arrangement.
Furthermore, Paizo hardcovers still ignore the material from the Player Companion line. Recently, the Companions got massively better, with some bright diamonds such as Weapon Masters' Handbook, Haunted Heroes Handbook or Divine Anthology. Despite being all open content, Paizo refuses to draw from their own softcover books in the core line, likely out of fear of irritating people who don't know that Internet exist and continue to rely purely on print material. I'd really love to see some cool stuff from Player Companions appear in hardcover books - perhaps Paizo will reconsider their policy at some point.
There is a lot to love about this book. As with the Monster Codex, you get some amazing, fully realized NPCs to drop in to any game, and some nifty new spells, feats, and magic items flavored to match. The Villain Codex goes one step further though and rather than just provide some brief encounter ideas, you get some meaty story hooks that can easily be used to turn each villainous group into a mini-scenario or side-trek quest for an ongoing campaign.
When I did an assessment of what classes appeared vis-a-vis how enormous the class feature index was going to be, I ascertained that out of all PC classes and alternate classes at the time, if I recall only two were not featured in the book. How bout those odds? ;)
Don't get me wrong, I'm thrilled to have a Villain Codex. It's just that I'm still hoping to see another NPC Codex book come out after this that features Lv. 1 through Lv. 20 statblocked NPC"s of the following classes:
When I did an assessment of what classes appeared vis-a-vis how enormous the class feature index was going to be, I ascertained that out of all PC classes and alternate classes at the time, if I recall only two were not featured in the book. How bout those odds? ;)
Esp since there's one class that kind of screams "not a villain"?
I'll be very surprised if we don't get antipaladins in this manual. Their pretty much the quintessential villain class. Hopefully we'll get some juicy dread vanguards, knight of the sepulchers, and tyrants to throw at our PC's. ^_^
I hope that the class that's missing isn't paladin. One that's been tricked by the diabolist church and close to falling to lawful neutral would have been interesting.
I hope that the class that's missing isn't paladin. One that's been tricked by the diabolist church and close to falling to lawful neutral would have been interesting.
Paladin seems to be the class Eliandra and Stephen are dancing around if you ask me ;)
Please no evil paladins! :p I just prefer them being warpriests instead.
Eh, I'd like to see at least one Knight of the Sepulcher archetyped Antipaladin in this. Although some evil warpriests would be cool. Anyone know if we'll be getting some Winter Witches in this?
Paladins can be overzealous and/or manipulated. For instance, you could be protecting a skinwalker or a tiefling because that paladin consider it as an aberration, as lycanthropes and fiends aren't very friendly most of the time :P You could have angels going on a crusade for pragmatic ideals. Your PCs can break the law and have to face the autorities who can be good-aligned.
Your PCs can pick a fight with thieves, only to discover that they steal from rich people to deliver for the poor. That's the typical CG archetype. Villainous as they may seem, they are still law-breakers.
Will this include any of the characters from the Rival Guide?
The Core Rules line is setting neutral (with the obvious exception of the Golarion pantheon of core deities). There may be similar characters in some of the chapters, but you won't see Campaign Setting characters in the Codex.
Any memerists or winter witches in this manual Mark?
There can't be winter witches, as those don't exist in the RPG line. As for mesmerists, there's only two classes or alternate classes (Unchained excluded) not in there, so...very likely!
There can't be winter witches, as those don't exist in the RPG line.
Wait, do you mean they don't exist in Pathfinder core rules? Because they sure as Baator exist in the Inner Sea of Golarion.
Both the archetype and the Prestige class background are specifically tied to the Jadwiga and Baba Yaga lore; the archetype appeared in Reign of Winter and Inner Sea Magic, the prestige in RoW and Paths of Prestige.
While you *could* file the serial numbers off sufficiently to use them in a non-Golarion game, as written they're tied to the setting and therefore inappropriate for inclusion in a setting-agnostic book, despite being awesome.
As for mesmerists, there's only two classes or alternate classes (Unchained excluded) not in there, so...very likely!
Nutbunnies. :(
Mark is saying that is very likely that Mesmerist are in. For ANY class, it's very likely that they are in here- only two classes (or alternate classes) aren't in here.
Wait, do you mean they don't exist in Pathfinder core rules? Because they sure as Baator exist in the Inner Sea of Golarion.
Note, Inner Sea of Golarion isn't in the RPG-line and let alone a core rulebook.
The RPG line means that the book starts with "Pathfinder Roleplaying Game:" at the beginning of its name (like Villain Codex does, see above), which is likely equivalent to what people are referring to here as a "core rulebook" (for us, the core rulebook means the book called Pathfinder Roleplaying Game Core Rulebook). It's pretty confusing and I didn't understand it before working here either.
Wait, do you mean they don't exist in Pathfinder core rules? Because they sure as Baator exist in the Inner Sea of Golarion.
Note, Inner Sea of Golarion isn't in the RPG-line and let alone a core rulebook.
The RPG line means that the book starts with "Pathfinder Roleplaying Game:" at the beginning of its name (like Villain Codex does, see above), which is likely equivalent to what people are referring to here as a "core rulebook" (for us, the core rulebook means the book called Pathfinder Roleplaying Game Core Rulebook). It's pretty confusing and I didn't understand it before working here either.
Thanks for explaining that, Mark. I'll make sure to be more specific, next time. :)
I'm hoping that the occult classes (Medium, Occultist, and Kineticist in particular) have some high level statblocks in there. Some of the newer classes really just need some example statblocks so people can see how all the moving parts fit together.