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How To Build Nightwing in The Pathfinder RPG

A Character Conversion Guide

By Neal LitherlandPublished 4 years ago 9 min read
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Batman might be one of the most infamous heroes of the DC comics universe, skilled and strong enough to take on all comers, but he's only one man. Like all great crusaders, the Dark Knight needed a squire; a role is filled by Robin. While several heroes have worn that mantle over the years, this particular build will focus on Dick Grayson; the first Robin who grew into the hero Nightwing.

If you'd like to see the rest of my Gotham Knights character builds, along with my takes on The Avengers, the cast of Game of Thrones, and others, check out the Character Conversions page on Improved Initiative! Additionally, if you're looking for more gaming content and general geekery, make sure you take a look at my full Vocal archive, too!

Also, for those who have always wondered why superheroes have such odd and outlandish costumes, then Why Do Superheroes Wear Their Underwear On The Outside? may have the answers you've been seeking!

Origin (Attributes, Race, and Traits)

Just like Bruce, Dick is human. This gives him access to the same bonus feat and bonus skill point as his mentor, which is going to come in quite handy. It's a good idea to prioritize his Strength, Dexterity, and Sisdom, though much like Batman Robin doesn't really have a “dump stat” per se. These three should be the ones that get first consideration, though.

When it comes to his traits it's important to remember that Dick was raised by a family of acrobats; he wasn't exactly unskilled when Bruce took him in as a ward. Keeping that in mind there are a wide variety of traits that might fit Robin's early years, from Reckless (+1 trait bonus to Acrobatics checks, and Acrobatics is always a class skill for you) to Crowd Dodger (+2 trait bonus to Acrobatics checks to move through another creature's square and to avoid attacks of opportunity), to Deft Dodger (+1 trait bonus on Reflex saves). Traits like Reactionary (+2 trait bonus on initiative checks) or Dangerously Curious (+1 trait bonus on Use Magic Device and Use Magic Device is always a class skill) are also good choices.

Remember that as long as a trait provides a bonus you're going to use, and that helps flesh out your concept, it's a good trait to take. Some traits are just used more often than others.

A Master of The Martial Arts (Class Options)

Robin is an unparalleled acrobat, and a master of various martial arts styles (as Nightwing he favors escrima sticks, though he can use a wide variety of weapons). As a youth he isn't dedicated to a code in the same way the Batman is, which means Robin is a little more on the neutral or chaotic side. Combined with his lack of spiritual teachings from monasteries and holy sites across the world, this makes him an ideal candidate for the Martial Artist monk variant (Ultimate Combat 59). He keeps all of the damage of the class, but never gains a ki pool or the associated abilities that come with it.

What does the Martial Artist offer the build? Starting at level 3 it provides bonuses on critical hit confirmation rolls, and increases the DC of both stunning fist and quivering palm. These abilities are extremely useful for a monk who wants to stun, confuse, and ultimately strip his opponent of the ability to threaten to the party. A Martial Artist can also use his monk level to qualify for fighter feats, and can exploit creatures' weaknesses to ignore hardness and DR, along with gaining bonuses to any and all attacks. With extreme endurance, physical resistance, and access to a rogue's defensive roll ability to shrug off punishment, this class fits Robin just as well as it does his more adult version.

For those who want to make Nightwing more akin to his mentor, though, the vigilante class in Ultimate Intrigue provides all of the options necessary. With its dual identity mechanic, and unique abilities usable in both social and vigilante identities, it's an ideal masked avenger. Batman's character build can offer some insight for those who want to go this route, though replacing some of Bruce's flashier social talents with things like Feign Innocence or Skill Familiarity might make more sense for the ward who's not in the spotlight anywhere near as often.

Skill Set (Skills and Feats)

Robin learned from one of the best, which means that he has quite a slew of skills of his own. You should invest your skills in Acrobatics, Stealth, Perception, Escape Artist, Use Magic Device (this last can be made a class skill with the Dangerously Curious trait). If you have bonus skill points left over, try investing in Climb, Intimidate, or Sense Motive. All of these are quite useful skills, but they're of secondary use for a character who operates as combat backup.

Also, much like his mentor, an accurate-to-the-comics Robin could have most of the non-magic feats listed in Pathfinder. Since that's not possible, here's a list of some of the feats he does have access to that will be helpful in bringing across the concept. The feats are listed in trees to make them easier to acquire.

Combat Expertise (Core Rulebook 119) Gain dodge bonus, take attack negative.

Improved Disarm (Core Rulebook 127) Gain +2 to disarm, provoke no attack of opportunity.

Greater Disarm (Core Rulebook 125) Gain +2 to disarm, weapons land 15 feet away.

Improved Trip (Core Rulebook 128) Gain +2 to trip, provoke no attack of opportunity.

Greater Trip (Core Rulebook 126) Gain +2 to trip, falling enemy provokes attack of opportunity.

Improved Steal (Advanced Players Guide) Gain +2 to steal, provoke no attack of opportunity.

Greater Steal (Advanced Players Guide) Gain +2 to steal, opponent doesn't notice theft.

Point Black Shot (Core Rulebook 131) +1 to attack and damage within 30 feet.

Precise Shot (Core Rulebook 131) Avoid -4 penalty on shooting or throwing into melee.

These feats (taken in whatever order best suits the player) allow Robin to use thrown weapons like his mentor, and they also allow him to use his monk level when making combat maneuver checks. Stealing opponents' weapons, disarming them, or knocking them flat on their butts (since you can replace regular attacks with trip or disarm maneuvers, even in a flurry of blows) is a great way to take away whatever threat enemies pose. While it isn't necessary to have the steal, disarm, and trip feat trees in their entirety it's a good idea to have at least one of these maneuvers on-hand for combat purposes. Other feats that might be useful for your Robin include:

Weapon Focus (Core Rulebook 136) +1 on attack rolls with selected weapon (quarterstaff recommended).

Weapon Specialization (Core Rulebook 137) +2 on damage rolls with selected weapon.

Quarterstaff Master (Ultimate Magic 154) Use a quarterstaff as a 1-handed weapon.

Greater Weapon Focus (Core Rulebook 126) Additional +1 on attack rolls.

Greater Weapon Specialization (Core Rulebook 126) Additional +2 with selected weapon.

Spring Attack (Core Rulebook 134) Attack after moving 10 feet, then continue moving. Do not provoke attacks of opportunity (may be taken as a monk feat after 6th level).

Some of these feats may be taken as monk bonus feats, but it's important to sit down before you begin and decide which feats you're going to take in which order. This will let you know which of Robin's abilities you can use at which levels.

Equipment

Much like Batman, Robin's bag of tricks is part of what makes him such a dangerous adversary. With a monk's battlefield maneuverability and enhanced movement, Robin can engage nearly any target he wants to.

But it helps if he has the right tools on-hand for it. While mundane gear like the bandolier for his utility belt, or a set of masterwork lockpicks is helpful, here are a few tricks of the superhero trade.

Alchemical Items

Alchemical items are life savers, and Robin might find items like clear ear (Adventurer's Armory) to be useful along with the usual tanglefoot bags, thunderstones, and troll styptics. With a bandolier of handy toys it's possible to deal with any threat that might rear its ugly head.

Weapons

Since monks can't wear armor (assuming you go monk and not vigilante), a lot of Robin's gold will be focused on his armory. A quarterstaff is a solid choice, but so are the kama, the sai (disarming weapons), shuriken and crossbow. While a monk is always armed, it never hurts to have every kind of damage on-hand, particularly with shuriken which can be poisoned or enchanted with relatively little difficulty.

Magic Equipment

It's important to make sure that your Robin gets every possible advantage when it comes to adventuring. As such, any and all stat-enhancing items (gloves, belts, headbands, etc.) are quite useful. Significant attention should be paid to Robin's wisdom score, as that affects the save for his stunning fist and quivering palm, as well as his armor class bonus.

The boots of elvenkind (Core Rulebook 503) and the cloak of elvenkind (Core Rulebook 507) are also solid choices for enhancing his acrobatic and stealth skills. The iron bands of binding (Core Rulebook 521) are a great way to end an enemy's effectiveness in a combat without injuring him, and items like the necklace of adaptation (Core Rulebook 524) make Robin immune to gas-based attacks (useful when fighting scarecrow and similar villains). The gloves of reconnaissance (Ultimate Equipment) allow you to see through doors, and the great combination of the eversmoking bottle (Core Rulebook 512) and the fogcutter lenses (Ultimate Equipment) means you have 50 feet of smoke where you can see your enemies, but they can't see you.

Don't be afraid to go down the lists of magic items and make some strategic purchases either. A few potions of cure here, and a few scrolls of hold person there can be quite useful in the right moment. Wands for low level spells you'll use a lot of, like mage armor or protection from evil are also great to have on-hand.

Lastly, consider your story. Is your Nightwing a former sidekick to a noted vigilante? A copycat? Or someone who took up the mantle all on their own, and is now using their costumed identity to fight crime? Lastly, if you're looking for additional inspiration, check out some of the following:

- Who's In Your Rogues' Gallery?: The rogues of Gotham City are some of the most unique villains in comic book fiction. So take a moment to ask who your Nightwing stands against, and what aspect of him that reveals.

- 100 Gangs For Your Urban Campaigns: If you're still looking for enemies to give your Nightwing a history with, this supplement is full of high-threat antagonists you could tangle with. And if you're looking for specific individuals, like the infamous Dread Skull or the Cut Man, you might also want to take a look at 100 Random Bandits to Meet as well!

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About the Creator

Neal Litherland

Neal Litherland is an author, freelance blogger, and RPG designer. A regular on the Chicago convention circuit, he works in a variety of genres.

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Blog: Improved Initiative and The Literary Mercenary

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