Paladin

LeMoineNoir's page

136 posts. No reviews. No lists. No wishlists.



1 person marked this as a favorite.

Batman has actually used magic a few times; he just doesn't like it, since it's unpredictable, or whatever reason the writers give to keep it from appearing any more often than very rare. Though I'd rather stick to recreating some of his gear, since it's often a focus and doesn't tie too much into class.

To recreate his often rapid grappling hook, you would likely want some combination of a Zip-Line Hook, Rope Recaller, Cornerstone Crossbow, Teleporting Climbing Rig, Caver's Bolt, or Kyton Ring.

To glide like he can without outright flight, you might try a Wing Staff, a Wing Cloak, or a set of Gale Armor. Or just grab a Ring of Featherfall or some Boots of the Cat, if you only care to mitigate the fall damage.

Some of his gadgets include X-Ray in his cowl or contact lenses, with the closest approximation I can find being Gloves of Reconnaissance.

At least once I've seen him recreate a holographic crime scene, which could somewhat be done with a Monocle of the Investigator

For altering your voice, you might use a Vagrant's Hood, a Mummer's Ruff, or possibly even a Liar's Robe for full obscurity.

The bat-computer would be the hardest, since it can seem almost omniscient at times. I've found that a Fool's Scepter and a Scholar's Ring can use Legend Lore, which is a start. Could probably toss a few Crystal Balls in there as well.

One interesting archetype of note, the Scavenger Investigator replaces extracts with Gadgets. Still functions as the same thing.


2 people marked this as a favorite.

Probably wouldn't be intended, as a similar situation involving TWF with Armor Spikes was FAQ'd not to work with a two-handed weapon.


1 person marked this as a favorite.

The hat should be fine, but two options I've found are The Daywalker spell and, if it weren't for the Reflex save, I'd recommend Skin Suit


3 people marked this as a favorite.

Assuming this isn't for PFS, Irongrip Gauntlets might be of interest, so long as there isn't any other item you want for your hand slot.


1 person marked this as a favorite.
Warped Savant wrote:
Maybe I'm missing something, but if it was official wouldn't you actually be able to purchase/download something that had the class write-up from the Paizo site?

As far as I know, Paizo is still working on making it available for sale, as mentioned here. I'm guessing it hasn't been available because it contains content from another IP. The Niobe book will probably be in a similar situation.


2 people marked this as a favorite.

There is an exception in that Shifters get an ability called Shifter's Fury, which lets them use a single Natural Attack for iteratives as if it were manufactured.

FAQ wrote:

Shifter’s Fury (Ex): At level 6, a shifter gains the ability to make several ferocious attacks with the same natural weapon. Instead of attacking with all her natural weapons, the shifter can choose a single natural weapon and make a full attack with that natural weapon, gaining a second iterative attack at a –5 as if it was a manufactured weapon. When she does so, all her other natural attacks count as secondary attacks and don’t benefit from shifter’s claws. At 11th level, she gains a third iterative attack at a –10 and at 16th level, she gains a fourth iterative attack at –15.

This will be reflected in the next errata.


2 people marked this as a favorite.

For those interested, someone on reddit made a reference list of all(?) the Vampire Hunter D content on D20PFSRD.


4 people marked this as a favorite.

There was a blog about it over a year ago. As stated in the blog and in the Kickstarter, it's Paizo-made and "official".

It's just not available for sale. Only the Kickstarter backers who opted-in to the supplement recieved copies, though the Kickstarter mentioned it may become more available in the future.


1 person marked this as a favorite.

Here's a PRD link

Universal Monster Rules wrote:

Compression (Ex) The creature can move through an area as small as one-quarter its space without squeezing or one-eighth its space when squeezing.

Format: compression; Location: Special Qualities.


1 person marked this as a favorite.
nighttree wrote:
Ya, fixing fluidic form is the only thing that's going to save that archetype at this point.

Once you get out of the level range where being stuck in ooze-mode is a threat, it gets better. Plus, items can attune now as well. Though Fluidic Form is still kind of odd in scaling.

Still, it's an option for someone who wants to be a Clayface or Sandman type character. Or if you really wish there was a playable version of an Apallie.


1 person marked this as a favorite.

As soon as Scry-and-Fry becomes an option, my group rarely, if ever, steps foot in any room of a dungeon other than the boss room. The only exception is if they have zero idea of who the end boss is.

The DM once tried having the fried boss get replaced by the next one up on the chain of command, to force us to clear the dungeon proper, but the group has been clear about not letting the tactic go.

The worst part is that we're a larger group than most, so until around level 15 or so, someone has to sit out of the encounter.


1 person marked this as a favorite.
Secane wrote:

So what if arrows are in the air? Dex have higher AC and as mentioned, can have feats to actually cut down the arrows.

And if they get attacked by melee?

In a 1 vs 1 fight Dex can stop Str's attacks and still deal out as much if not more damage.

Cut from the Air has both a Strength requirement and Power Attack as a prerequisite. It also requires the Weapon Training class feature, so only Fighters and around four non-Fighter Archetypes can natively take it. You could take the Martial Focus feat for access to it, but then you're adding another feat requirement to an already feat-intensive style of play. Deflect Arrows and Missile Shield would be better comparisons, though they only work once per round, and Bucklers won't work for Missile Shield without another feat.

Strength still has an easier and greater edge in damage. Only the UnRogue can benefit from the few finessable two-handed weapons, and most options don't allow the use of Two-Weapon Fighting, unless you are an UnRogue or take on a greater accuracy penalty, and another feat, with Two-Weapon Grace.

Parry is a massive boon, but a Strength Swash could do it just as well. Attack bonuses between the stats aren't as different as damage is, so that parry is no guarantee either. Sure, Strength will have a few fewer uses per round, but you can only attempt one parry per attack anyways, so at most, all you need is as many as your opponent has attacks. And even then, neither stat-build is at risk from iteratives if your AC is built up well.


1 person marked this as a favorite.

Serpent's Skull version, for the most part. It's missing a line where Spirit Vessels makes Mindless Undead you raise True Neutral, and Intelligent Undead you raise are your alignment.

The newer Faiths and Philosophies version

Unless you plan on never approaching your maximum allowed number of undead HD, you'll still want to plan on how to dispose of your minions when you want to raise something that would strain your allowed limit. Just destroying them is probably the simplest.


1 person marked this as a favorite.

Casting a spell with an alignment descriptor is an act of that alignment, however.

This was even quantified in Horror Adventures, where it states that while context matters, casting an Evil spell is an Evil act, and repeated castings will affect your alignment even if you use the Evil spell for a Good purpose. The example given being raising Undead to protect the defenseless.

It recommends that two castings of an Evil spell will turn a Good character Neutral, and three will turn a Neutral character Evil.

Though if you are in PFS, there are different rules for that here.


3 people marked this as a favorite.
König Drosselbart wrote:
@Isabelle Lee: Could you please cite that section of the Adventurer's Guide?
Adventurer's Guide, page 112 wrote:

Redeemed Drow

In recent years, the Lantern Bearers have begun to more ardently pursue the ideal of drow redemption, despite misgivings from some within the organization. While opportunities to pursue this noble goal have been fleeting, the Lantern Bearers are aiding several promising converts on the path to goodness. Now that the group spends its resources on providing support to drow who seek new lives rather than on obscuring the existence of drow, progress is swift.

Drow raised from childhood in societies outside of the traditional demon-worshiping cruelties in the Darklands retain all of the typical drow abilities (as such, they are more powerful characters and can be used as PCs only at the GM’s discretion). The fact that they lose none of these powers upon shifting alignment is all the proof the Lantern Bearers need that being born a drow does not mean one must be evil, and that redemption is possible for all.


1 person marked this as FAQ candidate. 1 person marked this as a favorite.
Rhedyn wrote:
4. Per polymorph rules, when magic items meld into you, they can still work and they are not being held or worn. The dev commented on his intent and mentioned that that language was removed. We can only assume the language was removed on purpose because an editor knows that you have to have magic items at higher levels to even function.

The dev also specified that melded gear is intended to be nonfunctional in ooze form.

here

Robert Brookes wrote:
Worth noting—and I don't see it in the final text—I'd intended for gear to meld with the oozemorph's form when in fluidic form (rather than floating helplessly on their oozy body or however that would look). The melded gear is still non-functional, however. That's definitely worth a FAQ click.

Granted, by the time you're able to afford magic items, you probably won't be worrying about being caught with in fluid form.


1 person marked this as a favorite.
Nodrog wrote:

And I can't remember, but it was either a really big wolf/dog of Norse mythology or the name of Odin's six legged horse... or it was the name of the horse that Loki had.

There's a few large wolves, but you're probably thinking of Fenrir. Both those horses are the same horse; Sleipnir.

Fafnir was a dwarf cursed to become a dragon, and was slain by his nephew Sigurd, who later cooked and ate his heart. Drinking Fafnir's blood granted the ability to speak with birds, including Odin's own ravens.


5 people marked this as a favorite.

The Gloves have nearly identical wording as an Amulet of Mighty Fist, except they also have an extra paragraph stating they do not work for non-improvised weapons.

Since the Amulet has an FAQ stating it can bypass DR, the Gloves should probably do so as well.


1 person marked this as a favorite.

You can TWF with Unarmed Strikes.

A creature's unarmed strike is its entire body, so only one casting is needed.


1 person marked this as a favorite.

A Necrograft Arm grants a Slam attack.

A Beaststrike Club may work as well.

The Maniac Hand grants a Slam attack, but is a Cursed item, so may not be available.


1 person marked this as a favorite.

Spiritualist, but only while their Phantom is in their consciousness.

Chirurgeon Alchemist gets Skill Focus Heal. Inspired Chemist or Mindchemist can select one of a number of Skill Focuses in place of a Discovery.

Insinuator Antipaladin gets bonus feats in place of spells, which must either be combat feats or Skill Focus.

ID Rager Bloodrager gets Skill Focus dependent on their chosen Emotional Focus. A few Bloodlines for Bloodragers and Sorcerers can grant Skill Focus as well.

A number of the Animal Shaman Druids get Skill Focus as an option.

Dragoon Fighter gets Skill Focus Ride, while a Tactician can choose Skill Focus or a Teamwork feat in addition to typical Bonus Feat options.

Infiltrator Ranger might be able to get Skill Focus, depending on the creature they're emulating.

Phantom Thief Rogue can choose Skill Focus in place of a Rogue Talent. There's also the Dampen Presence Rogue Talent, which doesn't grant Skill Focus Stealth, but treats you as having it for the purpose of satisfying the prerequisites of any feat that lists Dampen Presence as a prerequisite.

Name-Keeper Shaman can get Skill Focus by taking the Scrolls Pathfinder's Past option.

Daring Infiltrator Swashbuckler may choose Skill Focus in place of a combat feat.

Dragonscale Loyalist Vigilante may gain either Skill Focus Appraise or Knowledge History, dependent on House choice.

Disenchanter Warpriest may choose Skill Focus Spellcraft as a bonus feat.

Order of the Paw or of the Sword Cavalier can get Skill Focus Ride at level 8.

Shadow Mystery Oracle can get Skill Focus Stealth.

Half-Elves start with a single Skill Focus. Humans can take the Adoptive Parentage alternate racial ability for Skill Focus, or the Focused Studt alternate racial ability for Skill Focus at levels 1, 8, and 16.

Though Familiar bonuses can mimic the bonus from Skill Focus, they do not count as such.


1 person marked this as a favorite.

I've had this reddit list saved:

https://www.reddit.com/r/Pathfinder_RPG/comments/63hfrx/how_to_get_pounce/