One
of the great things about Paizo and the Pathfinder RPG is their
willingness to try new things, be a little experimental, and not just
put out more and more of the same. Third Edition D&D became
glutted with huge amounts of feats, spells, and prestige classes.
Virtually every book seemed to be made up of mostly those three
things. Later books started adding new base classes, but it was still
more of the same. Only very late in 3.5’s time did the books start
to try new things, but those tended to involve entire replacement
systems (such as Magic of Incarnum
or Tome of Battle)
rather than things that simply gave new options for existing
material. Pathfinder has had its share of new feats and spells as
well, but virtually right from the start, Paizo began to pull back on
the amount of prestige classes. Pathfinder may have started as a
revision of D&D 3.5, but it very quickly began establishing an
identity of its own by expanding the game in new and creative ways.
The GameMastery Guide added
things like haunts (originally from the Pathfinder
Adventure Path series) and
updated them to the new rules. The Advanced Player’s
Guide introduced archetypes
(which admittedly there has been a bit of a glut of since) as well as
new rules options for any character, such as additional types of
combat manoeuvres and traits.
Of
course, the game is built upon certain expected tropes, and these
haven’t been abandoned. There have been new classes (and while the
added 3.5 classes tended to be “fixes” for existing classes,
these have been completely new classes that expand the game instead
of rewrite it), new feats, new spells, etc. And of course, there have
been new monsters. Each fall since the release of the CoreRulebook, Paizo has released a
Bestiary—until now
(well, this fall does have the Inner Sea Bestiary,
but that’s part of the Pathfinder Campaign Setting
line). Last year saw the release of Bestiary 3.
That makes three hardcover rulebooks full of monsters—hundreds
of monsters. I’ve heard it said and seen it written that you can
never have too many monsters, and in a sense that’s true. Monsters
are fun, and the fun of seeing new creations and variations will
never die out. They can be sources of inspiration as well, forming
the bases for endless adventure ideas. But in another sense, it’s
completely false. You really can
have too many monsters. In the first three Bestiaries
alone, there are more monsters than anyone can reasonably expect to
use in a lifetime of gaming, and that’s not including the numerous
new monsters added in Adventure Path
volumes and various other sourcebooks.
As
such, I was very excited to see that this year’s fall hardcover
rulebook release was not slated to be yet another Bestiary.
While I’m sure I would have enjoyed one, the offering for this year
looked far more exciting. Not only was it something new, it was
something the game desperately needed: the NPC Codex.
Anyone who’s GMed a 3.5 or Pathfinder game knows that statting up
NPCs can be a very time consuming task, especially if the NPCs in
question are high level. This one aspect of the game takes up the
vast majority of my own preparation time, and in many cases, these
NPCs are only around for one encounter (in which they die). The time
needed to create NPCs is perhaps the biggest drawback to the game,
and one of the things that makes GMing so intimidating to many
people. Considering this, it’s actually rather surprising that
there was never an official resource like this during Third Edition’s
time, either 3.0 or 3.5. Indeed, I don’t think there’s been a
book of generic NPCs since First Edition (not counting third party
publications).
While
the NPC Codex fills a
surprisingly empty niche, there are, of course, other considerations
when determining whether it is a good
book. There needs to be a large amount of variety in order to cover
the multitude of different situations that can occur in a Pathfinder
game. Also, if the characters are poorly designed (both mechanically
and creatively), their usefulness is greatly reduced, and if they’re
not useful, they won’t fill the game’s need. I’m happy to say
that the NPC Codex
succeeds triumphantly in all these regards. Indeed, I’m quite
astounded at the sheer number and variety of characters Paizo managed
to cram into this 320-page book, especially considering how much
space an individual Pathfinder stat block can sometimes take up.
There are examples of every core class, every prestige class, every
NPC class, and even an appendix with sample animal companions. On top
of that, it has write-ups of the iconic characters, and tables for
putting together “encounter groups”.
The
first chapter covers the core classes and contains an example of all
eleven classes at every level from 1 to 20, organized alphabetically
by class. One great thing about this chapter is it shows the immense
diversity that is possible from just the core classes alone without
any archetypes or other add-ons. I’ve had players tell me before
that they’re “bored” of the core classes because they’ve
exhausted all the possibilities. This attitude has always stunned me
as I don’t feel I’ve personally come anywhere close to exhausting
all the possibilities and I’ve been playing D&D for 30 years
now. Now, if I encounter this again, I can just flip open the NPC
Codex and show them ten ideas
for each class that they probably haven’t thought of before. I say
ten because this
chapter is very cleverly arranged to alternate each sample NPC
between a “fairly normal example of that class” and an example
that is a little more “experimental”. Every odd-levelled
character is one of the normal ones—built with the typical skills
and feats that the majority of members of that class are built with.
It’s important to have these available as they represent the
average people the PCs may encounter, and they’re always no more
than one level away from the level you need them to be. But sometimes
you need something a little different, and that’s where the
even-numbered levels come in. From the Sea Captain (halfling druid
8—yes, a druid pirate) to the Infernal Champion (human fighter 20
built around the various critical feats and specializing in making
his targets blind, bleeding, and exhausted), there’s a huge
variety. Of course, they can’t include every
possibility, but there’s enough here to cover most needs. And even
amongst the “normal” levels, there’s still a wide range of
diversity. Every race is represented in the first chapter as well.
Alas, the book isn’t big enough to include an example of every race
at every level (the book that did that would be huge indeed), but
there is a good spread, with several members of each race with every
class.
Every
character in the book (not just in the first chapter) is given a
“name” that identifies its primary role, from the Crime Lord
(gnome fighter 19) to the Poacher (human ranger 3), and there is
usually a brief generic description following the stats. For many of
the characters, there is also a description and background for a
specific personality for that NPC type. For example, the Poacher has
an example character of Brayvek the Butcher. This helps GMs who are
stuck not just for stats, but also for a person
to go with those stats. Unfortunately, while there are example
personalities with most of the NPCs, space dictates how long the
entries are and whether there is an entry at all. Several of these
example characters have no more than a sentence or two to describe
them (Brayvek the Butcher only gets one, albeit three-line,
sentence). I can’t fault the book’s designers for this. It is a
simple fact that Pathfinder stat blocks take up a lot of space,
particularly at high levels. Just to fit everything into the book,
low-level characters are often placed two per page, limiting room for
lengthy descriptions even more. Still, there are a few characters
that manage to get longer write-ups, such as Amaryllis Hollendock,
the example personality for the Lucky Mage (halfling sorcerer 11).
All in all, it’s great that the book manages to include as much
background description as it does.
Chapter
Two covers prestige classes. As every Pathfinder character with a
prestige class has at least one other class as well, there’s a lot
more potential variety here. As such, this chapter can really only
provide a broad overview of the possibilities. There are examples of
each prestige class from the Core Rulebook
at levels 2, 4, 7, and 10. No character with a prestige class can
ever really be considered “normal”, so this chapter doesn’t
alternate in that way like the first. However, that doesn’t stop
there being some very creative and unusual characters. I love seeing
strange, but believable, class combinations, so characters such as
the Sound Warrior (halfling bard 5, druid 4, mystic theurge 4)
particularly appeal to me.
The
third chapter covers the NPC classes. I must admit, I kind of hoped
to see some 20th-level examples in here, just because the idea is so
ridiculous that it would also be simultaneously great fun. As such, I
was mildly disappointed that the examples only go up to level 10.
This isn’t a criticism, however. It actually makes a great deal of
sense to limit the examples in this way. Not only does it save space
for other things, it also eliminates a large swath of characters that
would probably never see use in virtually anyone’s game. After all,
how often do you have need of a 20th-level commoner? While looking at
the stats for one might have been fun, they would constitute
completely wasted space. Instead, we get an example of each NPC class
from levels 1 to 10, and like the other chapters, there’s a wide
range of variety to cover all needs. Not only that, all of them
immediately come across as useful characters. NPC classes can often
seem unneeded (especially past level 5 or so), but all the examples
here at once make sense and fill a niche, even the 10th-level
commoner, the Traitor—one of my personal favourites, in fact.
The
fourth and final chapter (not including the appendices) covers the
iconic characters. For those unaware, the iconics are the characters
whose illustrations appear with each of the class descriptions in the
Core Rulebook, from
Amiri the barbarian to Valeros the fighter and Merisiel the rogue.
These characters also appear in much of the artwork that graces
Pathfinder books and adventures, and they used to be included as
pre-rolled characters in adventure paths and modules. Here, each
iconic gets a full background write-up (usually about half a page,
although this varies—again by how much space is needed for the stat
blocks) and the stats are presented at levels 1, 7, and 12. Unlike
the other characters in this book, the iconics are intended for use
as player characters. As such, they have PC wealth and use a higher
array for determining their ability scores. This chapter is the least
useful for me, personally. My players generally prefer to make their
own characters, and I’m not likely to use any of the iconics as
NPCs either. However, they are popular characters and there has been
a lot of demand for them, so I’m not surprised to see them here,
and overall, they only take up a small amount of the book (Chapter
Four is one of the shortest chapters).
The
remainder of the book is the appendices, the first of which provides
stats for numerous animal companions for every effective druid level
from 1 to 20. Throughout the rest of the book, all druids and
rangers, by default, don’t have animal companions, instead having
the alternate option for their class (each druid has a domain, for
example). This allows space to be saved with each NPC write-up. If
GMs want a druid with an animal companion, all they need to do is
swap out the domain (which simply means ignoring a few spells and a
granted ability) and pick one of the companions from this appendix.
This is a very clever way of handling it, and I applaud Paizo for
taking this route. It allows even more variety amongst the
characters.
The
second appendix is invaluable for GMs who quickly need not just one
NPC, but a whole group of them. It contains tables with suggested
combinations of the characters appearing throughout the book. The
tables are broken up into categories, which are further broken up by
Challenge Rating. The final appendix is an index of abilities and
where their descriptions can be found in the Core Rulebook.
Of
course, in some ways, the NPC Codex is
very similar to a Bestiary,
and no Bestiary is
complete without illustrations. Almost every NPC in this book has a
full-colour illustration to accompany it. The only cases where there
aren’t pictures occur when there are two (or more, in the case of
the low-level commoners) NPCs on a page. In such cases, there is only
a single illustration on the page. And the artwork, for the most
part, is really quite wonderful. I also particularly like that the
“cheesecake” factor is kept to a minimum. Indeed, there’s very
little of it. I don’t often comment on art in my reviews, partly
because I don’t want them to devolve into rants about some of the
ridiculous representations of women in fantasy art (that’s best
left to separate posts and essays, and to be fair, Paizo is much,
much better in this regard than so much else out there, even if
they’re not perfect). With this book, though, there’s not much
fear of that happening. The depictions are quite reasonable
throughout and generally fit the character they’re depicting. The
only one that really stands out as problematic is the Battle Skald
(human barbarian 6, bard 4, Pathfinder chronicler 10). I’m at a
loss for words as to why anyone would ever dress that way. The best
art in the book is the cover art. While it’s a very busy picture,
it’s also one of the cleverest cover pictures I’ve seen, deftly
showing off all the fantasy tropes and giving a very clear idea of
what the book contains.
Overall,
the NPC Codex is a
book I wish had existed years ago. It’s long overdue, but at least
it’s here now. It has a stunning variety of character options, with
something to meet almost any need. Its presence will cut down the
long preparation hours needed to create NPCs considerably. I highly
recommend it to all Pathfinder GMs out there.
Thank you for this thoughtful and insightful review.
ReplyDeleteYou're welcome! Thanks for reading.
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