Pathfinder Player Companion: Monster Hunter's Handbook (PFRPG)

2.70/5 (based on 7 ratings)
Pathfinder Player Companion: Monster Hunter's Handbook (PFRPG)
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Slay the Beast!

With claws, scales, muscle, and more, monsters hold an unfair advantage in the life-and-death confrontations between adventurer and adversary. Turn the tables on them with Pathfinder Player Companion: Monster Hunter's Handbook, which is loaded with cutting-edge techniques for tracking beasts, slaying behemoths, and outwitting otherwise-overpowering creatures. Whether you have to skewer a basilisk or splatter an ooze, this volume contains everything you need!

Inside this book, you'll find:

  • Techniques and tools for finding and neutralizing a wide range of aberrations, magical beasts, monstrous humanoids, and more.
  • New archetypes and other character options that help identify monsters' weaknesses and use their strengths against them.
  • Feats, items, and spells that enable you to harvest trophies from your latest kill and reap power from these mementos.

This Pathfinder Player Companion is intended for use with the Pathfinder Roleplaying Game and the Pathfinder campaign setting, but can easily be incorporated into any fantasy world.

ISBN-13: 978-1-60125-933-2

Note: This product is part of the Pathfinder Player Companion Subscription.

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2.70/5 (based on 7 ratings)

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Not Great

2/5

I had a really long post, but the internet ate it.
Anwyays, briefer this time:
This book has a bunch of generic monster hunting stuff which would be useful for most characters, which is alright.
It has trophy rules and an Occultist archetype that uses them. These rules are very general, and are closely related to the Wondrous Item crafting rules.
It has some feats for outdoorsy types (the almost tactician for hunters seems alright).
It has an inquisitor archetype (actually decent if you're in the right campaign) and a druid archetype (average) for fighting aberrations.
It has a druid archetype and a bard archetype for fighting fey, both could probably be decent in a mostly fey campaign.
It has an unarmed combat style based around intercepting and grabbing foes, a feat that allows for combat relevant wild empathy, and two useless rouge talents.
It has a weird archetype for alchemists that downgrades bombs slightly (dot instead of aoe splash, acid damage only), that instead of getting brew potion can harvest goop from a dead ooze to make a better bomb. While this is a cool idea, the CR limitation of the bottled ooze extract ameks this ability super unreliable for players. The name is obnoxiously misleading.
It has a bad paladin archetype for fighting outsiders, and three legitimately good feats vaguely related to fighting outsiders.
It has some Order of the Pike content for cavaliers, specifically
an archetype and an Order. The Order is alright, but the archetype is terrible. A small bonus to AC vs large creatures is not worth trading in your mount.
It has some feats for specific favored enemies that are actually decent, trying to incentive rangers to have a favored enemy other than humanoid (human).
It has some magical and non magical gear that is pretty useful, even if none of it is going to change how you play the game or replace the standard kit.
It has some spells that seem pretty useful at lower levels, and one single spell that should help any GM having trouble with psychic characters.

All in all, most of the archetypes aren't terrible, but they should have either been more specific with stronger/more interesting abilities(the druid archetypes could learn to turn into their enemies or negate some of their more common powers, for example) or more general.
The Disciple of the Pike archetype is garbage, and the paladin one is only a bit better.
The trophy rules are alright. The only way to give people(like me) who want rules for monster recycling ala Capcom's Mosnter Hunter would be do devote a full Companion to making the rules

Three stars, minus one because of how much I hate the order of the pike cavalier archetype and the oozemaster archetype. This book unfortunately doesn't have enough unique content in it for em to really justify recommend buying it, as if you really want to do a Monster Hunter style game were you kill and harvest all sorts of different beasties the trophy rules won't cover it, and if you want to fight a specific type of enemy there's better books for that.


too short

3/5

A lot of the other reviews make a lot of very good points. After reading through it, I do like the number of mechanical options presented, although I do find many of them a bit on the weak side, not particularly useful in many cases, or too specific.

The end result being that I'm probably not going to actually using much, if any the material, but it was not outright bad or terrible either. I think my biggest complaint is just how little the different classes, or even general builds actually get here, and that there is just far too much to that could be done, that this book does really even scratch the surface on the subject matter, especially in areas like for fighting Undead or Dragons, that while they have their own books, they likewise just where not enough.

Spells where pretty standard for what you would expect. Same with gear. Nothing really jumped out as particularly genius or cool, but likewise was not "meh" or insulting either.

I was disappointed how little there was for a "Fey Hunter", really of any build or concept. There is a Bard and a Druid archetype, but that's basically it. Outsider Hunters likewise just felt like it wasn't really touched on much, although the Paladin Archetype looks amazing.

The fluff and flavor was readable, but honestly I have very little interest in that aspect of the books, and it, like everything else was just far too little in what it brings to the setting/game considering the focus. However, as a Pathfinder Player's Guide product, it could have been a lot, lot worse. All in all, it's a nice little item for a quick afternoon read, but not one I would say is essential to play.


It's a book about fighting different types of monsters

5/5

This book is either gonna be a love it or hate it item, and for me I love it. It contains numerous options for going after different types of creatures as well as advice on how to handle said creature types. Are these options "niche"? For the most part they are but that isn't necessary a bad thing, and the family of feats that gives you a lot of incentive to take a Favored Enemy other than Human are nice.

Some highlights,

A feat that lets you track with Perception.

A feat that lets you use Knowledge skills against their corresponding creatures' stealth and disguise rolls and to track them.

I f&+$ing love the Cavalier archetype because it is badass and gets rid of the horsey. I like Cavaliers, but I hate mounted stuff, so this is perfect for me, I can finally play a badass knight that hunts monsters.

There's a feat chain that let's you be a skinwalker (not the race, this is more of the I wear your skin to gain your power kind of thing).

A magical necklace that alerts you to the presence of the type of creature it is made from and gives different bonuses and abilities against depending on which body part it is made from.

A cheap magical whetstone that lets you bypass a certain amount of natural armor and makes your weapon deal more damage.


Super Specific Monster Hunter's Handbook

1/5

I think the best way to describe this book is "too focused". Not focused in the good way, where there's a strong thematic link between options and everything has a strong idea of what it’s supposed to accomplish, but focused in the same way Weapon Focus or Skill Focus is focused. Far too much of this book only applies against very specific creature types or situations (some of which you can even choose). Almost all the spells are either extremely situational or require you to specify a specific type of creature for the spell to work against, about half of the magic items and mundane equipment only functions against specific creatures chosen at the time of creation, and half of the archetypes become ineffective when not in a campaign that lets them fight very specific enemies. Even some of the options that aren’t super focused aren’t particularly great, like the Disciple of the Pike Cavalier which trades out their mount but for some reason still focuses super hard on charging with a lance/spear, and the vast majority of the feats which are either straight-up bad or just boring and not worth spending a feat on. Even the feats that SHOULD have been cool, like Dimensional Step-Up, completely falls flat outside of very specific circumstances. Tons of them function only if the monster attacking has a specific ability or uses a very specific tactic. Ironically, probably the best feats are the Focused Expertise feats which grant bonuses in every circumstance and grants an IMPROVED bonus against the chosen favored enemy type. Which is really how most of the options in the book should have functioned: grant a bonus that improves under a specific circumstance, not grant a bonus that only exists under a specific circumstance.

And speaking of bonuses that only exist under a specific circumstance, let’s talk about the trophy rules. The basic gist is that, after killing a creature, you can take its parts and create items (that fit into magic item slots) that grant you bonuses to a number of stats, and the bonuses increase based on the CR of the killed creature. Sounds pretty great, right? I agree. Oh, also it’s two feats deep into a chain, the first feat of which is really useless unless you’re an Alchemist or can otherwise craft things at super speed before the parts you collect rot into worthlessness. And the trophies themselves only last for a number of days, with a scaling DC which means having something last for a week is high-end skill focus. And the trophies themselves only grant a bonus against creatures of the same type. And if you didn’t craft them yourself (such as killing the creature, giving the bits to the party Wizard to craft, and then putting them on) you gain a reduced bonus and the trophies rot after 24 hours. And, again, they take magic item slots, which means you’re going to have to fight to fit them plus your other gear. Thankfully Monstrous Crafter exists, which can combine trophies with existing magic items and even makes the trophies last forever, right? Wrong. Unlike before the trophy benefits now become 1/day for one minute instead of constant, and it’s 4-5 feats deep since you require Monstrous Crafter, Grisly Ornament, Harvest Parts, Craft Wondrous Item, and (if you’re a non-caster type which is the kind of character that would MOST BENEFIT from the trophies) you also need to take Master Craftsman. At that point it’s half of your feats (or 1/4 of your feats for a Fighter), which is a huge investment for a character to make.

There are a few alright options, but it’s the minority in the book. Probably the most worthwhile thing is the Psychodermist, an Occultist archetype that can actually effectively use the incredibly underwhelming new trophy rules, but an entire book isn’t worth one archetype. Avoid this book.


Truly Terrible

1/5

I wish I could speak a word of praise about this book. There is none to be said. It is filled cover to cover with terrible, niche rules text that amounts of even more specialized versions of Favored Enemy.

If you thought there would be anything groundbreaking, instead of "+1/2/3/4 to X at levels A/B/C/D", "Knowledge Check Untrained, +1/2 level", or "Lose generally useful abilitiy, gain ability that functions only vs X/Y/Z thing or kind of thing", then you will walk away disappointed.

The much praised Cavlier Archetype is perhaps the worst offender, as it takes away your mount and forces you to engage in the same gameplay pattern (Übercharger), except without any of the benefits that make mounted charging good to begin with.

I am glad I got the PDF copy, because the softcover would have only been useable as very expensive toilet paper.


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4 people marked this as a favorite.
Eric Hinkle wrote:
Skeld, PDF Prophet wrote:
Julian Tannic wrote:
Is there anything along the line of monster 'mimicry' or additional wild-shape / transformation material in this one? :)

I just downloaded my copy, so take this with a grain of salt...

** spoiler omitted **

-Skeld

With those disguise options you mentioned:

** spoiler omitted **

Spoiler:

There are, in fact, a couple feats that allow just that. They are accompanied by a picture of Owlbear Amiri.

-Skeld


1 person marked this as a favorite.
Skeld, PDF Prophet wrote:
Eric Hinkle wrote:
Skeld, PDF Prophet wrote:
Julian Tannic wrote:
Is there anything along the line of monster 'mimicry' or additional wild-shape / transformation material in this one? :)

I just downloaded my copy, so take this with a grain of salt...

** spoiler omitted **

-Skeld

With those disguise options you mentioned:

** spoiler omitted **

** spoiler omitted **

-Skeld

YES! Thank you so much, Skeld. You are a gentleman and a scholar.


2 people marked this as a favorite.
Marco Massoudi wrote:

I'm mostly interested in the feats.

Against which monsters specially are the feats usable?

Or are they more broadly like: "You gain +1 to attack & damage vs. monstrous humanoids."?

If so, what creature types are covered?

As always: thank you for taking the time, Skeld! :-)

Spoiler:

There are over 2 dozen feats which do a variety of things more interesting that "+1 to attacks against [monster type]." My current favorite feat is called Dimensional Step Up.

-Skeld


2 people marked this as a favorite.
jedi8187 wrote:
Skeld if you can would mind sharing the names and maybe a brief description of the archetypes

Names are easy. Descriptions are a lot of work. How about this instead...

Spoiler:

Abolisher (Inquisitor)
Banishing Warden (Paladin)
Defender of the True World (Druid)
Disciple of the Pike (Cavalier)
Green Scourge (Druid)
Luring Piper (Bard)
Oozemaster (Alchemist)
Psychodermist (Occultist)

-Skeld

Dark Archive

Dimensional... sounds great!

Could you maybe list the Feat names?

Thank you!


Marco Massoudi wrote:

Dimensional... sounds great!

Could you maybe list the Feat names?

Thank you!

There are a bunch of feats. Here are most of them.

Spoiler:

Anatomical Savant
Baneful Judgment
Bull-Catcher Style
Bull-Catcher Toss
Claw Wrench
Dimensional Step Up
Expanded Hunter Tactics
Focused Target
Grisly Ornament
Harvest Parts
Knowledgeable Spellcaster
Monstrous Crafter
Monstrous Disguise
Monstrous Masquerade
Needle in a Haystack
Punishing Step
Resisting Grappler
Shared Quarry
Stone to Flesh Savant

-Skeld


Is there anything in here about clinging to large monsters via Shadow of the Colossus style?


Barachiel Shina wrote:
Is there anything in here about clinging to large monsters via Shadow of the Colossus style?

I haven't come across anything like that.

-Skeld

Liberty's Edge

Anything for the Hellknight Order of the Pyke?


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game, Starfinder Society Subscriber

Ooh, an Occultist archetype. What's the Psychodermist like?

Contributor

Skeld, PDF Prophet wrote:

Names are easy. Descriptions are a lot of work. How about this instead...

** spoiler omitted **

-Skeld

Psychodermist is intriguing!

Dark Archive

What do "Grisly Ornament" & "Harvest Part" do roughly?

Thx Skeld! :-)

Grand Lodge Contributor

1 person marked this as a favorite.

Ah, can't wait to get my contributor copies. I wrote the aberrations section and a bunch of spells for this one. :)


Skeld, PDF Prophet wrote:
Barachiel Shina wrote:
Is there anything in here about clinging to large monsters via Shadow of the Colossus style?

I haven't come across anything like that.

-Skeld

That's really disappointing. This product has already failed me in my eyes. Ah well.


Skeld,

Any chance of a Table of Contents for this book? What about any spells?


1 person marked this as a favorite.
Paladinosaur wrote:
Anything for the Hellknight Order of the Pyke?

Spoiler:

There's a cavalier archetype that's tailor made for Hellknights of the Order of the Pike. They also get some mentions.

-Skeld


2 people marked this as a favorite.
Porridge wrote:
Ooh, an Occultist archetype. What's the Psychodermist like?

Spoiler:

They get their Occultist powers from taking scalps, more or less.

-Skeld


2 people marked this as a favorite.
Marco Massoudi wrote:

What do "Grisly Ornament" & "Harvest Part" do roughly?

Thx Skeld! :-)

Spoiler:

The short answer is they let you collect scalps and such and derive bonuses from them or use them to craft items of various types.

-Skeld

Grand Lodge

10 people marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Barachiel Shina wrote:
Skeld, PDF Prophet wrote:
Barachiel Shina wrote:
Is there anything in here about clinging to large monsters via Shadow of the Colossus style?

I haven't come across anything like that.

-Skeld

That's really disappointing. This product has already failed me in my eyes. Ah well.

I have no idea what Shadow of the Colossus is or how you expect it to interact with anything from this book. What I find disappointing is the attitude that if a given product doesn't include this one little thing, it's a failed product. Talk about throwing out the baby with the bathwater. There are lots of great things in the book and it would be wise not to dismiss it out of hand.

-Skeld

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Thankies for answering questions, Skeld ^w^

Anything that looks like it might be fun for Barbarians?


1 person marked this as a favorite.
Thomas Seitz wrote:

Skeld,

Any chance of a Table of Contents for this book? What about any spells?

Here are the relevant portions of the TOC.

Spoiler:

Hunting Monsters 4
Aberrations 6
Animals 8
Fey 10
Magical Beasts 12
Monstrous Humanoids 14
Oozes 16
Outsiders 18
Other Monsters 20
Trophies 24
Monster-Hunting Gear 26
Magic Items 28
Monster-Hunting Spells 30

Spoiler:

diminish resistance (Bard 2, Cleric 2, Inquisitor 2, Magus 2, Mesmerist 2, Psychic 2, Sor/Wiz 2, Witch 2)
guarding knowledge (Alchemist 3, Bard 3, Cleric 3, Inquisitor 2, Occultist 3, Psychic 3, Sor/Wiz 3)
huntmaster's spear (Antipaladin 1, Bloodrager 2, Druid 2, Inquisitor 2, Magus 2, Occultist 2, Paladin 1, Ranger 1, shaman 2)
protection from natural attacks (Alchemist 3, Druid 4, Psychic 4, Ranger 2, Shaman 4, Spiritualist 3, Summoner 3)
repugnant taste (Alchemist 3, Bard 3, Druid 4, Mesmerist 3, Ranger 3, Shaman 4, Witch 4)
revealing light (Bard 1, Cleric 2, Inquisitor 2, Medium 1, Psychic 2, Sor/Wiz 2)
slick walls (Bard 2, Magus 2, Sor/Wiz 2, Summoner 2)
solidify earth (Cleric 2, Druid 2, Shaman 2, Sor/Wiz 2)
telepathic silence (Medium 4, Mesmerist 4, Occultist 4, Psychic 4, Spiritualist 4)

-Skeld


2 people marked this as a favorite.
Rysky wrote:

Thankies for answering questions, Skeld ^w^

Anything that looks like it might be fun for Barbarians?

Spoiler:

There are some feats that Barbarians might find useful. No Barbarian archetypes this time around though.

-Skeld

Silver Crusade

Pathfinder Companion, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber
Skeld, PDF Prophet wrote:
Rysky wrote:

Thankies for answering questions, Skeld ^w^

Anything that looks like it might be fun for Barbarians?

** spoiler omitted **

-Skeld

Okies, thankies!

Ooooo, anything that builds off the Death or Glory feat? Was hoping for a sequel or chain in this book hehe :3


Ooh, this contains a section I wasn't expecting and am quite pleased about!

Anyway, not to ask for too much info, but does the Alchemist archetype get a pet ooze companion (or familiar, I guess) of some sort?


Skeld, PDF Prophet wrote:
jedi8187 wrote:
Skeld if you can would mind sharing the names and maybe a brief description of the archetypes

Names are easy. Descriptions are a lot of work. How about this instead...

** spoiler omitted **

-Skeld

Thank you.

Do you mind sharing some about the green scourge druid and the banishing warden paladin?


Skeld, PDF Prophet wrote:
jedi8187 wrote:
Skeld if you can would mind sharing the names and maybe a brief description of the archetypes

Names are easy. Descriptions are a lot of work. How about this instead...

** spoiler omitted **

-Skeld

The Alchemist, Cavalier, and Druid archetypes sound great. Especially the cavalier -- I was hoping for something covering the Hellknight Order of the Pike and Paizo delivered.

And that ToC? Thank you so much, Paizo, for a book covering the monsters that normally never get anything.


Skeld wrote:
Barachiel Shina wrote:
Skeld, PDF Prophet wrote:
Barachiel Shina wrote:
Is there anything in here about clinging to large monsters via Shadow of the Colossus style?

I haven't come across anything like that.

-Skeld

That's really disappointing. This product has already failed me in my eyes. Ah well.

I have no idea what Shadow of the Colossus is or how you expect it to interact with anything from this book. What I find disappointing is the attitude that if a given product doesn't include this one little thing, it's a failed product. Talk about throwing out the baby with the bathwater. There are lots of great things in the book and it would be wise not to dismiss it out of hand.

-Skeld

It's a video game. You climb atop huge monsters and attack them. This is a COMMON trope in every heroic adventure tale. First WotC failed to come up with rulings for performing such acts. In fact, they had a ruling specifically stating you cannot keep hold on a creature two sizes larger or more than you.

I've been hoping Pathfinder would rectify this but they kept the same ruling. There is a Rogue archetype called Vexing Dodger that allows these sorts of heroic monster slaying maneuvers, but the problem with that is only one class and one specific archetype can pull it off whereas it should be something anyone can try to pull off from Fighters to Barbarians, Rangers etc.

For a book about slaying monsters it should have been a no-brainer to create a ruling for the Climb skill or a feat that can allow such characters to perform those kinds of combat maneuvers. Instead we are back at square one.

Sorry you don't like the fact that I had a specific selling point but that is what it was to me.

Dark Archive

Barachiel Shina wrote:
Skeld wrote:
Barachiel Shina wrote:
Skeld, PDF Prophet wrote:
Barachiel Shina wrote:
Is there anything in here about clinging to large monsters via Shadow of the Colossus style?

I haven't come across anything like that.

-Skeld

That's really disappointing. This product has already failed me in my eyes. Ah well.

I have no idea what Shadow of the Colossus is or how you expect it to interact with anything from this book. What I find disappointing is the attitude that if a given product doesn't include this one little thing, it's a failed product. Talk about throwing out the baby with the bathwater. There are lots of great things in the book and it would be wise not to dismiss it out of hand.

-Skeld

It's a video game. You climb atop huge monsters and attack them. This is a COMMON trope in every heroic adventure tale. First WotC failed to come up with rulings for performing such acts. In fact, they had a ruling specifically stating you cannot keep hold on a creature two sizes larger or more than you.

I've been hoping Pathfinder would rectify this but they kept the same ruling. There is a Rogue archetype called Vexing Dodger that allows these sorts of heroic monster slaying maneuvers, but the problem with that is only one class and one specific archetype can pull it off whereas it should be something anyone can try to pull off from Fighters to Barbarians, Rangers etc.

For a book about slaying monsters it should have been a no-brainer to create a ruling for the Climb skill or a feat that can allow such characters to perform those kinds of combat maneuvers. Instead we are back at square one.

Sorry you don't like the fact that I had a specific selling point but that is what it was to me.

If it makes you feel better, its in rules that you can climb monsters with Massive quality xP


QuidEst wrote:

Ooh, this contains a section I wasn't expecting and am quite pleased about!

Anyway, not to ask for too much info, but does the Alchemist archetype get a pet ooze companion (or familiar, I guess) of some sort?

Spoiler:

I didn't see any ooze pets, familiars, or companions.

-Skeld


Skeld, PDF Prophet wrote:
QuidEst wrote:

Ooh, this contains a section I wasn't expecting and am quite pleased about!

Anyway, not to ask for too much info, but does the Alchemist archetype get a pet ooze companion (or familiar, I guess) of some sort?

** spoiler omitted **

-Skeld

Thanks for the info, Skeld!


jedi8187 wrote:
Skeld, PDF Prophet wrote:
jedi8187 wrote:
Skeld if you can would mind sharing the names and maybe a brief description of the archetypes

Names are easy. Descriptions are a lot of work. How about this instead...

** spoiler omitted **

-Skeld

Thank you.

Do you mind sharing some about the green scourge druid and the banishing warden paladin?

Spoiler:

Green Scourge - gets bonus abilities that are useful versus abberations.
Banishing Warden - gets bonus abilities that are useful versus outsiders.

-Skeld

Grand Lodge

12 people marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Starfinder Adventure Path Subscriber
Barachiel Shina wrote:
Sorry you don't like the fact that I had a specific selling point but that is what it was to me.

It's not about you specifically. This comes up with nearly every product. Someone pops in and asks if [niche ability] is included and, when it isn't, they issue some sort of "this product is dead to me" comment.

Next time, try this when something you wanted isn't included: say "ok, thanks." It's not nearly as dismissive. Remember that a number of people put a lot of work into this stuff. If you leave the authors/developers with a positive impression, they might take your individual desires to heart.

-Skeld


1 person marked this as a favorite.

Yeah dismissively saying because it's not for you, that some how lessens the importance of a product or its quality, that's kind of a dickish thing to do *hopes Chris allows the use the word dickish*

Anyways, thank you Skeld for those insights. One quick question regarding the spell you mentioned, does diminish resistance affect energy resistances or spell resistances?

Less quickly, does banishing Warden lose divine grace or keep it? That's all I need to know, not abilities.


Any Style Feats or other unarmed abilities made to mimic the abilities of monsters?


Thomas Seitz wrote:
One quick question regarding the spell you mentioned, does diminish resistance affect energy resistances or spell resistances?

Spoiler:

It reduces one type of energy resistance.

Thomas Seitz wrote:
Less quickly, does banishing Warden lose divine grace or keep it?

Spoiler:

There's no mention of Divine Grace, so I'd assume you can keep it.

-Skeld


Secret Wizard wrote:
Any Style Feats or other unarmed abilities made to mimic the abilities of monsters?

Spoiler:

There are a trio of Style feats and at least one other feat that's for the unarmed, but I haven't seen anything else that mimics monster abilities. Keep in mind, I haven't done an exhaustive vetting of all the abilities in the book.

-Skeld


Thank you Skeld!

One more thing about banishing warden, does it still have spell casting ability and/or smite evil?


Thomas Seitz wrote:
One more thing about banishing warden, does it still have spell casting ability and/or smite evil?

Spoiler:

Smite Evil is modified. No mention of spell casting, so it should be safe.

-Skeld


Thank you Skeld. :)


Skeld, when you take Diminish Resistance do you have to choose a specific monster type or can it be used on anyone/anything?


Jaxom Dragonheart wrote:
Skeld, when you take Diminish Resistance do you have to choose a specific monster type or can it be used on anyone/anything?

Spoiler:

Diminish resistance is a spell. You don't choose the type of creature, but you do choose the type of elemental resistance to be lowered. I'm unclear whether the type has to be chosen when the spell is prepped or when it's cast (personally, I'm going with cast).

It only specifies "one creature," so I'll assume you can use it on any type.

-Skeld


Thanks Skeld!


Skeld, PDF Prophet wrote:
jedi8187 wrote:
Skeld, PDF Prophet wrote:
jedi8187 wrote:
Skeld if you can would mind sharing the names and maybe a brief description of the archetypes

Names are easy. Descriptions are a lot of work. How about this instead...

** spoiler omitted **

-Skeld

Thank you.

Do you mind sharing some about the green scourge druid and the banishing warden paladin?

** spoiler omitted **

-Skeld

Thank you again! Are all the archetypes basically "effective against X type"?

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