As
I stated in my recent review of it, I
really can't praise the Pathfinder RPG Monster Codex
enough (so true that I'm continuing my praise here!). It's a book
that has seen a ton
of use in my games. As such, I was quite excited by the release of
Inner Sea Monster Codex,
a book that serves much the same purpose as the Monster
Codex, but specifically for the
Pathfinder Campaign Setting. More ready-made monster NPCs can never
be a bad thing!
I
have to say that it hasn't seen nearly as much use as the Monster
Codex. In fact, I haven't used
it at all yet, although I'm sure I will at some point. Inner
Sea Monster Codex covers 10 more
monstrous races, several of which, like charau-ka and gillmen, are
unique to Golarion. Most of these races are not quite as common as
those covered in the Monster Codex,
although some, like centaurs and minotaurs, are classic monsters in
the game. Although I haven't used it yet (mainly because none of the
monster types within have shown up in my games since its release and
it's only been out a few months), I still really like the book and
look forward to using it in my games. It doesn't quite reach the
accolades I have for the Monster Codex
as it is much more limited in space and thus variety, but it does
still have a lot to offer GMs to make their games easier.
Inner
Sea Monster Codex has a similar
layout to the Monster Codex.
The ten monster races each get their own chapter, the chapters
running in alphabetical order. Although it only has half as many
monster races as the Monster Codex,
it's also about a quarter the length. As such each monster race only
gets about half as many pages as those
in the Monster Codex
do. This means there's not as much room for as many NPCs or rules
options in Inner Sea Monster Codex,
but despite this lack of space, the book does manage some impressive
variety of characters and there are some very interesting new rules
options.
Each
chapter starts with two pages of background information, encounters,
and new rules. It's a lot to fit into the small space, but the space
is used well. The background information is, perhaps, the most
disappointing, as there's so little of it and you don't really learn
much new from it. Although the information is technically
setting-specific, most of it is generic enough that GMs can easily
adapt all the material in the book to other settings, making the book
useful to all GMs regardless of what campaign worlds they use. The
encounters section is a descriptive account of how PCs might run
across various examples of the particular monster. It fleshes out the
background information a little more, and is not a list of groups of
specific NPCs like the encounters sections in the Monster
Codex.
The
new rules options generally take up a half to two thirds of a page
and include things like new archetypes, feats,
spells, and magic items. These options are tailored to fit each
monster type, although many of them could be easily used by
characters of other races. The cyclops chapter contains two new
oracle curses (hunger and
powerless prophecy) that
could easily show up in other races, for example. I'm really happy to
see these two new curses (plus
an additional curse, site-bound, in the girtablilu chapter)
as the list of available curses for oracles is very short and there
have been surprisingly few expansions to the list in various
supplements.
My favourite new option, though, is the charger, a cavalier archetype
for centaurs. This one is very much specific to centaurs only as it
allows for centaurs to be their own mounts. The archetype is a great
example of how to tailor
a class that has abilities that don't make sense for a certain race
to that race.
After
the opening two pages of information, each monster then gets four NPC
examples, each with
a full page of stats and description. These NPCs are of various
classes and cover a broad range of challenge ratings. Although this
is primarily a book of antagonists, not all of the NPCs are
necessarily evil. Quite a few have neutral alignments and there are
even a couple with good alignments. Of course, it's always possible
for GMs to tweak the fluff descriptions and give the NPCs any
alignments they want (within class limits, but there are no paladins
in this book).
Quite
a few of the NPCs in Inner Sea Monster Codex
have classes from the Advanced Class Guide, a book I'm not
overly fond of, and one that I don't currently use any of the classes
from. Three of the four strix NPCs, for example, have classes from
that book, so I'm not sure at the moment what I'll do if I find
myself needing last-minute strix characters—but this is a problem
that I'm going to encounter
with any book that uses Advanced Class Guide
classes, and I don't, in any way, consider it a strike against this
book.
One
of my favourite parts of Inner Sea Monster Codex
is the introduction. These opening two pages are presented as an
in-game report from Yllaria Aurnosa, Council Liaison for the Promise
College of Enlightened Excellence in Promise, Hermea. The report
gives an overview of all ten monster races in the book from the
Yllaria's biased
point of view. Hermea is a region of Golarion that has not had much
development, so this report gives just a little more insight into
that land. I also love examples of in-world writing. They often bring
across the character of a land's inhabitants far better than simple
descriptive text can.
Overall,
Inner Sea Monster Codex
is an excellent and useful book. It doesn't quite have the utility
of the Monster Codex,
owing to more limited space. However, it provides GMs with ready-made
NPCs that they can drop into their campaigns with only a moment's
notice. Anything that cuts down on preparation time and makes GMs'
lives easier is a definite success in my book.
Thanks for the review. I was on the fence whether to buy it since the PDF is more expensive than Monster Codex's, despite much less page. But now I am leaning toward getting it...
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