Pathfinder Roleplaying Game: Villain Codex (PFRPG)

4.50/5 (based on 10 ratings)
Pathfinder Roleplaying Game: Villain Codex (PFRPG)
Show Description For:
Non-Mint

Hardcover Unavailable

Add PDF $19.99

Non-Mint Unavailable

Facebook Twitter Email

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.

Product Availability

Hardcover:

Unavailable

PDF:

Fulfilled immediately.

Non-Mint:

Unavailable

This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZO1136


See Also:

6 to 10 of 10 << first < prev | 1 | 2 | next > last >>

Average product rating:

4.50/5 (based on 10 ratings)

Sign in to create or edit a product review.

Can't the villains on the cover be made into Iconic villains??

4/5

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?

5/5

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.

PS – Robin Hood, Hell Yes


So generic, so much inspiration, so many ninjas

5/5

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

4/5

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.


Just About Perfect

5/5

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.


6 to 10 of 10 << first < prev | 1 | 2 | next > last >>
301 to 322 of 322 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>

1 person marked this as a favorite.
Mark Seifter wrote:
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.

Oh, my! Archery + Precise Strike would be really effective.


Paladinosaur wrote:
I'd like to see a Allies Codex someday

I thought that was what the NPC Codex was for...


1 person marked this as a favorite.
Paladinosaur wrote:
I'd like to see a Allies Codex someday

Well, Paizo is doing that hardcover 'Adventurer's Guide'.


1 person marked this as a favorite.
Eric Hinkle wrote:
Well, Paizo is doing that hardcover 'Adventurer's Guide'.

That's a book for Golarion-Faction themed character options, not a book of NPC's.


1 person marked this as a favorite.
Thomas Seitz wrote:
Paladinosaur wrote:
I'd like to see a Allies Codex someday
I thought that was what the NPC Codex was for...

One of the key differences is having a theme to the group that makes certain concepts work way better. For example, pulling one or two of the Demon Knights out of context just makes them kind of weird NPCs, but having each of them together in a group makes for a cool organization (or at least I think it does).

Having a Bright Crusade, or Wizard's Guild, or Temple of Light would make for a cool and thematic set of linked NPCs. Such a book could be very neat, and provide another source of NPC stat blocks that can either act as allies or be easily inserted into adventures when a stat block doesn't make sense to include but could be useful.

Liberty's Edge

Eric "Boxhead" Hindley wrote:
Thomas Seitz wrote:
Paladinosaur wrote:
I'd like to see a Allies Codex someday
I thought that was what the NPC Codex was for...

One of the key differences is having a theme to the group that makes certain concepts work way better. For example, pulling one or two of the Demon Knights out of context just makes them kind of weird NPCs, but having each of them together in a group makes for a cool organization (or at least I think it does).

Having a Bright Crusade, or Wizard's Guild, or Temple of Light would make for a cool and thematic set of linked NPCs. Such a book could be very neat, and provide another source of NPC stat blocks that can either act as allies or be easily inserted into adventures when a stat block doesn't make sense to include but could be useful.

This.

Shadow Lodge

doc the grey wrote:

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?

3.) How does the halfling rogue Guttersnipe have a 30ft. movement speed? The build doesn't list any changes such as whether it has fleet of foot or not so I'm wondering if that's something that is just unlisted now? Also, with an STR of 6 & a chain shirt + mwk rapier he should be booking it at 20 ft and be encumbered.

Aside: If the guttersnipe is supposed to be masquerading as a homeless woman how the hell do they conceal that rapier? Wouldn't a dagger or something smaller be much less conspicuous?


doc the grey wrote:
doc the grey wrote:

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?

3.) How does the halfling rogue Guttersnipe have a 30ft. movement speed? The build doesn't list any changes such as whether it has fleet of foot or not so I'm wondering if that's something that is just unlisted now? Also, with an STR of 6 & a chain shirt + mwk rapier he should be booking it at 20 ft and be encumbered.

Aside: If the guttersnipe is supposed to be masquerading as a homeless woman how the hell do they conceal that rapier? Wouldn't a dagger or something smaller be much less conspicuous?

Small character with 6 Strength's carrying capacity is 15 lbs., a rapier for Small characters is 1 lb., and a chain shirt for Small characters is 12 1/2 lbs., so just those two should still be under? Even tossing in a Small sized peasant's outfit, that would only be half a pound, though I'm just going off what you said rather than with the book in my hands.

Shadow Lodge

Luthorne wrote:
doc the grey wrote:
doc the grey wrote:

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?

3.) How does the halfling rogue Guttersnipe have a 30ft. movement speed? The build doesn't list any changes such as whether it has fleet of foot or not so I'm wondering if that's something that is just unlisted now? Also, with an STR of 6 & a chain shirt + mwk rapier he should be booking it at 20 ft and be encumbered.

Aside: If the guttersnipe is supposed to be masquerading as a homeless woman how the hell do they conceal that rapier? Wouldn't a dagger or something smaller be much less conspicuous?

Small character with 6 Strength's carrying capacity is 15 lbs., a rapier for Small characters is 1 lb., and a chain shirt for Small characters is 12 1/2 lbs., so just those two should still be under? Even tossing in a Small sized peasant's outfit, that would only be half a pound, though I'm just going off what you said rather than with the book in my hands.

*peruses book and checks math again*

You are correct ^-^. Also, the Guttersnipe seems to be wearing a mithral chain shirt, which drops the weight considerably so the character seems legit.

That said, the mithral chain shirt and the masterwork rapier make the image of them pretending to be beggars as the books says seem even more off. Like, I have no idea who's going to think this dudes homeless and broke with that sword the size of a cat tucked up in his cloak.

Sovereign Court

Mark Seifter wrote:
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.

Mark, what do you think of this 'FABIO style' I just thought of in another thread? ;)

STR-based swashbuckler, with long luxurious hair, billowing shirt and oiled muscles, and uses glaive with: Weapon Focus (glaive), Power Attack, Weapon Specialization (glaive), Bladed Brush (for the sweet Precise Strike damage) THAT way, I can get: (not counting magical stuff)

FABIO STYLE: glaive dmg + STR*1.5 (two-handed weapon) + 9dmg from Power Attack at 8th + 8dmg from Precise Strike + 2dmg Weapon Specialization
= glaive dmg + STR*1.5 + 19

...not bad, considering you now also have some other feats to play with as you haven't gone the dex dmg tax way.

NOW, are there *any* ways to swap out the free weapon finesse from the first level of swashbuckler? (archetype? retraining?) :)

RPG Superstar 2015 Top 8

1 person marked this as a favorite.
doc the grey wrote:

*peruses book and checks math again*

You are correct ^-^. Also, the Guttersnipe seems to be wearing a mithral chain shirt, which drops the weight considerably so the character seems legit.

That said, the mithral chain shirt and the masterwork rapier make the image of them pretending to be beggars as the books says seem even more off. Like, I have no idea who's going to think this dudes homeless and broke with that sword the size of a cat tucked up in his cloak.

I believe one of the longstanding factors of mithral is that it is thin and light enough you can wear clothing over it (see Lord of the Rings).

While there's no written rule for it, rapiers can conceivably be concealed in an adequately long enough cloak, especially as the blades are possibly flexible and definitely very narrow. As a GM I'd allow it with a -4 Penalty to the Sleight of Hand check (which effectively becomes a -2 after the baggy clothing bonus is applied, and I wouldn't allow it unless large/drapey/baggy clothing was involved).

Also, it could be that the designer forgot that rapiers are not actual light weapons, which all can be concealed according to the rules with Sleight of Hand--they just work like them as regards Weapon Finesse. If you're not willing to handwave as above but you want to use the stats, just switch the rapier to a short sword, which can be concealed since it's a light weapon (it's a good few inches shorter than a rapier and could be hidden by a well draped cloak or wrap).

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.

Thanks for the answer Mark! Quick follow up: does Two-Weapon Grace (TWG) allow for the use of Two-Weapon Rend (TWR) using DEX*1.5 instead of STR*1.5? (noticed that TWG helps you qualify for TWR, but TWG is about granting DEX dmg to things, yet TWR is tied to STR)

Thank you!


Mark Seifter wrote:
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.

I sense the Crane Style treatment in Bladed Brush's future.

Silver Crusade RPG Superstar 2013 Top 8

I'm curious why appearance of life from Horror Adventures has the [evil] descriptor, but appearance of life, greater from Villain Codex does not.

Also, why don't the outbreak or virulent miasma spells have the [disease] descriptor?


So, I'm slowly reading through this amongst other things.

Does anyone else think that the spellmaster (page 12) looks like Noomi Rapace as Lizbet Salander and the shadowcaster (page 84) look like David Tennant, or is it just me?

Silver Crusade

2 people marked this as a favorite.

Oh, man! I was paging through a friend's copy of this the other day, and I am filled with a manic urge to stick the Regal Court in a River Kingdom somewhere, have the Cruel Musketeers in their logical position relative to it, the Corrupt Guards as the city watch, either the Merry Outlaws or the Ruthless Brigands (or both, competing!) in the woods around, the obligatory thieves' guild, and set up a scenario where some major player therein makes a move that disrupts the delicate balance between them and just let the PCs do what they will about the results.

Of course, that would probably end badly; I find players rarely do well with a true open scenario that doesn't have a side that they're predetermined to come down on. :P My local store says the book is out of stock; when is that expected to change?


1 person marked this as a favorite.

Now we need Inner Sea Villain Codex in the campaign setting line.


I like this book. The villain group pose lots a great ideas. However, I note that for most of these groups, even the mooks start with three or four levels in a PC class. If I'm building my evil organization, I would combine the creatures in here with critters from the NPC Codex.

Designer

pennywit wrote:
I like this book. The villain group pose lots a great ideas. However, I note that for most of these groups, even the mooks start with three or four levels in a PC class. If I'm building my evil organization, I would combine the creatures in here with critters from the NPC Codex.

You probably want to either blend those in (and some of the sample encounters do so as well) or use some of the weaker organizations as fodder / a front for the stronger ones.


Why does the Mad Seeress on page 183 have no ranks in Spellcraft?

Her archetype is largely concerned with counterspelling, but as far as I can tell, she is not capable of identifying a spell during her readied action to counterspell.

Dark Archive

1 person marked this as a favorite.

So I just today learned that setting generic Secret Society faction from this book got canonized in 2e :D Do you think some of the other factions might be potential to make it? The secret society was most unique of them yeah, but I have soft spot for quite lot of them

Which ones you would like to see canonized in Lost Omen settings if the possibility existed? :3 I've always wanted to use factions from this book but I haven't had opportunity since I mostly run aps rather than setting generic games


CorvusMask wrote:

So I just today learned that setting generic Secret Society faction from this book got canonized in 2e :D Do you think some of the other factions might be potential to make it? The secret society was most unique of them yeah, but I have soft spot for quite lot of them

...

Where did that happen and which sourcebook has the information? What sort of people are involved?

(I'm a noob in the Lost Omens PF2 setting; I know more about the original Golarion setting.)

301 to 322 of 322 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | next > last >>
Community / Forums / Paizo / Product Discussion / Pathfinder Roleplaying Game: Villain Codex (PFRPG) All Messageboards

Want to post a reply? Sign in.