Showing posts with label arcane. Show all posts
Showing posts with label arcane. Show all posts

Tuesday, June 2, 2026

Doing Something A Little Different With This Supplement For Arcane Academies

I've been writing TTRPG guides and supplements for quite a while now, and one of the unfortunate necessities of the job is that you need to write to the biggest market you can. After all, tabletop games are a pretty niche market as it is, and you need to command the biggest possible portion of that audience you can reach... which is why a majority of the stuff I've put out has been geared toward generic high fantasy with elves, dwarves, and orcs, or generic sci fi that could run the gamut from Starfinder to Mothership.
 
Sometimes, though, I find a way to step outside the usual boundaries, and to make something that will stretch into some more niche games... which is why I wanted to talk about my latest supplement 100 Sights To See At An Arcane Academy!
 
And if you haven't checked it out yet, you really should!

 
But before I get into the meat of today's post, remember, don't forget to sign up for my newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!
 

Putting A Twist On My Normal Releases

 
First and foremost, it's entirely possible to use this supplement in a high fantasy game, and the sights contained within it could show up in a Dungeons & Dragons or Pathfinder game, particularly in the worlds/settings that have arcane colleges that train arcane spell casters. However, the mix of the weird, whimsical, and outright dangerous were more meant to evoke the feeling one would find in the great tower in Grimm where kids can learn to become witches and wizards (at great peril to themselves), or in a game like Kids on Brooms. So in the event you're running a more niche game like that where you're going to have a magic school as one of the main locations or themes, I would highly recommend grabbing a copy of this supplement and flipping through it.
 
Also, as an aside, the necromantically-charged dust bunnies are probably one of my favorite pieces in here. Since dust is primarily made from dead, shed skin, the department that deals with darker magics needs to keep a clean house... otherwise they might end up with some truly dangerous dust devils trying to bite their fingers off!
 
Not all bunnies are cute and fluffy.

 While there are the usual sentient suits of armor and odd celestial happenings, this supplement also has angry, sentient mops that will bludgeon someone unconscious if they step on the wet floor, creeping ivy that tends to steal from students who leave the windows open, and even an ominous bell that tolls to warn of coming doom... supposedly, at least. So whether you just need a bit of inspiration for an encounter, you want a touch of mystery and lore to add to your academy, or you just want a couple of organic details floating around in the background, I highly recommend giving this one a look!
 
And if you're one of the folks out there who wished I would do more weird and unusual stuff like this that isn't entirely focused on Pathfinder, Starfinder, Dungeons & Dragons, etc., then the clearest way to send that message is with a purchase and a review. Because the main reason I stick to safer waters is that everything is getting more expensive, and I have to pinch every penny I can.
 
The more niche (or at least niche-usable) supplements sell, though, the more likely it is that Azukail Games is going to be willing to give me more leash to explore with. So help me help you!
 
And speaking of other supplements that are a little off the beaten path that I'd recommend folks check out, take a look at the following if you haven't yet!

- The Blade Itself - Corrupt Equipment For Hunter: The Vigil:  Hunter: The Vigil is a game I feel doesn't get enough love, and my first supplement for it focuses on the idea of Corrupt Equipment; items that are tied to the dark force that creates Slashers and Tainted Places alike!

- Like A Good Neighbor - Portraying The True Fae in Your Chronicle: The True Fae are beings of terrible power and bizarre, inhuman natures. This guide is for Storytellers who are planning to bring them into their Chronicles of Darkness game whether it's as antagonists, "allies," or anything in between.

- 100 Academics, Adventurers, And Information Brokers: While written for the traditional Jazz Age period where many Lovecraft-inspired games take place, this supplement can be used with any pulp adventure supplement... though it does work best for those exploring the horrors of the Mythos.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my additional audio dramas over on The A.L.I.C.E. Files! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue Sky, Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, May 9, 2020

Examining The "Doubting Thomas" Character Archetype in Fantasy RPGs

Normally when it's time for an Unusual Character Concepts update I'll talk about a new spin you can put on an old class, or how you can step outside the usual tropes and archetypes that cling to certain concepts. This month, though, I'd like to address a character concept that I've seen a lot, but which has rarely been played well. A character archetype I refer to as the Doubting Thomas.

Look, can we just stop with all this talk of "magic" and "vampires" already?

What is The Doubting Thomas?


For those of you who haven't been to Sunday school in a while, the term Doubting Thomas refers to how one of the apostles refused to take the word of the others that Jesus had risen from the dead until he'd seen him with his own eyes, and touched the wounds left behind. Colloquially, the term refers to someone who remains skeptical about the stories told to them by other people until they have experienced the phenomenon themselves.

In short, for Thomas, seeing was believing.

All right, my bad, looks like you were all telling the truth about this.
In the case of fantasy RPGs (this archetype is pretty scarce in other genres) I use the term Doubting Thomas to refer to a character who refuses to believe in some supernatural part of the game. Done right, this concept is the mythos investigator in Call of Cthulhu who is always looking for a rational explanation to what's happening, or the private eye in a Chronicles of Darkness Mortals campaign who doesn't believe in vampires and thinks it's just a gang of delusional serial killers responsible for all these deaths they're tracking down.

In order for the Doubting Thomas to work, though, they need to be doubtful of something that is not a part of the day-to-day mechanics of the world. They need to be skeptical of something that is rare, unusual, or which is widely deemed impossible... like a crucified man coming back from the dead three days later, still bearing the wounds of his ordeal.

Because if you are skeptical of the regular, operating reality of the world in which you live, you don't look or sound like a reasonable skeptic... you just come across as a crackpot.

How To Avoid Becoming a Fantasy Flat Earther


Generally speaking, if something is in the common knowledge sections of the game, you can take it as writ that people know this thing exists. People outside certain communities might not know the tribal traditions and naming structure of the orcs of the Shadoval Reaches, but most of the time they're at least going to recognize that the character is an orc. And even if someone was playing a sheltered farm boy who'd never been more than two miles from where he was born, someone who thought all these other fantasy races were just bedtime stories, you wouldn't sit across the table from Harton Ax Hand and Simerian Heartsfire and tell them to their faces that orcs and elves don't exist.

They're right in front of you. It's a fact of the world.

This applies to basically everything that you will encounter.
This doesn't work any better with magical skepticists in high-magic setting, either. If a character comes from a place where there is no magic to speak of (no magical creatures, no enchantments, no sorcerers or wizards, etc.), then sure, they might initially believe that tales of magic are all fairy tales and hokum. But the first time a goblin shaman flings a fireball at them, or the first time they see a cleric repair wounds with a touch of their hand, they have seen the evidence that such a thing is real, and exists.

Denying it at that point isn't a unique or interesting character quirk. It just makes them look unreasonable at best, or stupid at worst.

You can apply this to basically any element of an accepted setting that a character refuses to believe in once they have experienced evidence that it exists. Whether it's the avowed atheist in a fantasy setting where divine envoys can be summoned with a word, or someone who refuses to believe the dead can walk being attacked by a horde of zombies, these are things they know are real aspects of the world. A character may believe in alternative explanations for what they experienced (someone who feels that god is a misnomer for the beings whose servants wield their power, for instance, or someone who feels that "arcane science" is a more accurate term instead of something vulgar like "magic"), but they shouldn't deny what is right in front of their eyes.

The thing to remember is there are plenty of rare phenomenon in any setting that one might never actually come into contact with, or be proven wrong about. Someone might feel that the ancient empire of Kalasar is actually just a myth, as were the Jadori people that made their cities fly on glowing crystals harvested from the chests of dragons in the deep earth. Stating that, from a scholarly perspective, there is no evidence that such places ever existed is probably safe, since the civilization isn't a part of everyday life.

On the other hand, if the party finds themselves in the midst of a ruin of this forgotten people, and then a massive crystal flares to life and the ruins start flying... that's probably when it's time to rethink what your character does and doesn't believe.

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a dungeon master.

For more of my work, check out my Vocal and Gamers archives, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Sunday, September 15, 2019

3 Bloodlines For Healing With Sorcerers (in Pathfinder)

One of the most common complaints I've heard from players who favor arcane magic is that they dislike that arcane magic can't heal. While there are entire screeds that have been written on the subject of game balance, and keeping certain powers exclusive to certain classes, archetypes, or builds, that frustration still lingers. After all, it's magic... why is there something it can't do?

Well, for those who like to twist and mold things into new and unexpected forms, I figured I'd present the results I've had on this topic. Some of them may be familiar to you, and others strange, but this is what I've come across so far. Hopefully it helps ease some of these frustrations.

Also, if you enjoy this week's advice, you might also get a kick out of 5 Tips For Playing Better Sorcerers!

#1: The Celestial Bloodline


Can you stand before my fire?
This is both the most familiar method of getting healing from a sorcerer, and honestly the least impressive. The Celestial bloodline, which debuted in the original Core Rulebook, grants you Heavenly Fire as your first-level sorcerer bloodline power. It's a ranged touch attack that deal 1d4+1 per 2 sorcerer levels of damage to evil targets, and it heals that much damage for good targets.

At low levels, that can be a seriously potent ability. It's life-saving, in a lot of cases, and it allows your sorcerer to stay out of harm's way as long as they have good-aligned allies on the field. As a spell-like ability, it also triggers feats like Fast Healer, which can give it a little extra oomph, but overall it's pretty weak on its own. There are ways to boost it, such as the monster feats that empower spell-like abilities, but for a lot of players the reward simply isn't worth the investment it takes to jack it up to meaningful potential.

#2: The Unicorn Bloodline


Because a healing arcane caster really is a unicorn.
This bloodline, which dropped in Heroes of Golarion not all that long ago, this is the easiest way to play a healing sorcerer. Unicorn sorcerers get cure spells as part of their bloodline, and as a bonus they can randomly restore bonus hit points to allies they can see whenever they cast a spell. If no one is willing to step up and play a divine caster, then a unicorn-blooded sorcerer is a great, out-of-the-gate replacement as long as someone is comfortable being a healer and party buff for everyone else.

And, of course, adding in metamagic rods and a couple of feats to really juice your healing (Healer's Touch out of the Legacy of Fire Player's Guide comes to mind) can turn you into an absolute support monster.

#3: The Phoenix Bloodline


Hold still... this might sting a bit.
If you've been listening to the gossip round the Internet, you've likely heard of the trick to turn this damage-dealing bloodline into a party heal. But in case you didn't, I'll lay out just what makes the Phoenix bloodline from Heroes of Golarion so much fun.

Your bloodline arcana states that whenever you cast a spell that deals fire damage, you can instead choose to heal targets for half damage. So you could, in theory, drop a fireball on the party and mass heal them. Which, if you maximize and empower it, is going to stack some pretty impressive numbers in a big hurry. Especially if you have the ability to exclude certain squares from your area of effect spells.

What can really unlock your potential, though, is taking a Cross-Blooded sorcerer. Found in Ultimate Magic, a Cross-Blooded sorcerer lets you mesh together two bloodlines, gaining both arcana. By combining the Phoenix bloodline with the Elemental (Fire) bloodline, now you suddenly have access to a wide variety of spells that could all be turned into fire spells... including cantrips! So if Ray of Frost Fire is a great way to avoid spamming wands of Cure Light Wounds to heal up after a tough fight, then this might be just what you've been looking for at your table.

Like, Share, and Follow For More!


That's all for this week's Crunch topic! For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio! Or if you'd like to read some of my books, like my sword and sorcery novel Crier's Knife, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now on Pinterest as well! And if you'd like to help support me and my work, consider Buying Me A Ko-Fi or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! Even a little bit of help can go a long way, trust me on that one.

Saturday, August 31, 2019

The Self-Taught Wizard

The man was a road map of the lost places of the world, and the esoteric traditions of a dozen different nations. The Guardian Eyes of Nafresh were tattooed across the backs of his hands, and Porshari enchanter's beads encircled his left wrist. The delicate, intricate lines of a demon warder of the Korgar wastes ran along his forearms. The sacred sun of Vishtopol stood out blue and bright in the center of his chest, revealed by his loose robe.

"All my teachers are long dead," he said, without looking up from the grimoire he was perusing. "But they await any with the courage to open their long-dead pages, and the wit to learn the lessons they laid down."

He closed the book, glancing at the burn scars along his fingertips. He rubbed his thumb and forefinger together, frowning at the lack of feeling in them. "Of course, sometimes it's more error than trial. Always start small... that's my advice."


And make absolutely sure you get your designs right.


Mastering The Magic of The Mind


When most of us think of wizards, we tend to think of them as projects of magical academies or universities. In some cases they may have been taught as an apprentice by a master. However, a wizard doesn't require an outside force in order to access the secrets of magic. They don't have to be born with the proper bloodline, or exposed to some bizarre event to unlock their true potential; they just have to be intelligent enough to understand the rituals and theory behind arcane magic.

That is, by no means, an easy task. However, anyone gifted with a naturally high Intelligence score who's willing to study, plan, and who can grasp the higher calling may find that magic's mystery unspools before them, waiting only for their mind to grasp it.

That's a major reason I included it in my 10 Backgrounds For Your Spellcasters list when it came out a little bit ago.

I highly recommend checking it out, if you haven't yet.
 
What makes self-taught wizards so unique, as a concept, is that they can bring together disparate traditions and styles, or even invent their own ways of performing existing magic. One of the easiest ways to think about these wizards is to compare them to self-taught musicians or artists. Some of them learn through imitation, grasping the basics of the art through trial and error, and then adding their own flares and signature styles in. Others may simply mimic a traditional art form, following in the same steps of discovery as the old masters along a similar path of enlightenment.

And some self-taught wizards will take the disparate elements of arcane traditions and styles, mixing them together into a blend that traditionalists decry as sacrilege, but which gets results. Since self-taught wizards often lack an indoctrination to unlearn, and tend not to be picky about what established schools they draw their power from.

A self-taught wizard might be something akin to a chaos magician, blending elements that seem contradictory. They might invoke the names of divine or infernal powers from one nation, combining them with the rhythmic chanting of a totally separate country, and then mix it with a dead language that pre-dates both of the other elements. Alternatively, a self-taught wizard might keep all of the different traditions in their own neat little boxes, switching from one to another as the situation requires. Just like how a concert pianist might also be a talented violinist who happens to enjoy freestyle rap battles, there's nothing that confines a self-taught wizard's skills or style except the limits of their minds, and the agility of their creativity.

For folks who are looking for more character concepts and advice, you might find 5 Tips For Playing Better Wizards a good place to start! It's in my 5 Tips archive, along with dozens of other pieces of advice for classes, races, and other character and story aspects to help get you thinking outside the box.

Also, if you want to find some magic books to peruse for interesting tidbits to add to your self-taught caster's repertoire, then A Baker's Dozen of Enchanted Volumes might be right up your alley!

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a game master.

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, May 13, 2019

The Mutant Sorcerer

Before we get started with this week's Unusual Character Concepts post, I wanted to take a moment to draw your attention over to the right side of your screen. You should see an ad for my sword and sorcery novel Crier's Knife.

If you're interested in seeing more of my fiction, keep an eye on that spot. Whenever I come out with a new book, that's where I'm going to put the cover and link. Since I've got something in the works right now, and I just finished my latest giveaway for Crier's Knife, I figured I'd give folks who hadn't read it yet a chance to grab a copy before the new release hits.

Anyway, on with this week's post...

No there's nothing weird in my family... nothing!
 
The boys had left with their heads held high, spears in hand, each bragging they were going to find the greater glory on the field. Only half of those who left returned, and none of them came back the same. Some were missing arms, hands, legs, or eyes... others had changed in ways that couldn't be seen from the outside. Until something happened.

Chase sat at the corner of the bar, hunched over a cup of spiced tea. He had his hat pulled low, and he kept his eyes down when people came in. Some nodded, or offered a hello, but no one came close. Until the outsiders arrived. Loud and crude, with the air of soldiers of fortune, they spent gold on anything they saw. Drink, food, and they even attempted to spend it on the girl waiting their table. She laughed as if it were a joke, but the strangers didn't care for that. They pulled her close, refusing to let her up. While they laughed and jibed, the air in the tavern grew thicker... like the closeness before a storm.

"Let loose," Chase said to the men. He hadn't gotten up from his seat, or turned to face them, but there was no one else he could have been talking to.

"Or what?" the captain of the little mob asked, rocking to his feet. He stormed across the boards, and grabbed Chase by his collar. "What are you going to do about it?"

There was a flash, and a boom as the air was split asunder. The captain stumbled back, clutching at his hand. He screamed like a gelded horse, the flesh of his sword hand charred black, smoke rising from the bones poking from the wound. Chase stood, turning to face them. The air was growing thick again, and sharp sparks split the air with the sound of cracking pebbles.

"That is what I'll do," he said, staring at the men with eyes that had seen the elemental wizards of Bardan-Brashen, and which carried the marks of the storm lords power in the old scars he'd brought home from that battle.

The Mutant Sorcerer


Sorcerers are generally thought of as the progeny of powerful bloodlines, whose magics manifest as the sorcerer grows and matures. Those whose ancestors once lay with dragons or djinni, or who have inherited the raw power of the elements, or the wild potential of unbound magic. There are some sorcerers, though, who have no such ancestors. Instead, they survived strange, uncanny events, walking away from them changed in ways that are hard to explain, and even harder to control.

They came out of the experience... mutated.

She could hear the voice of the stars... practically reach out and touch it.
 
Mutant sorcerers can be caused by any kind of exposure to powerful essences, whether that exposure was accidental or purposeful. Whether the character was a caravan guard accidentally exposed to a potent magical blast when her cargo was commandeered, a warrior who managed to withstand the spells of an archmage, a baby in the womb when their mother was swathed in the fell energies of a necromantic ritual, or someone who was the subject of unusual alchemical tests and trials, there are a hundred different ways a sorcerer may have acquired their mutation.

Just look into a comic book, and you'll find all sorts of inspiration.

The degree of mutation can be subtle, or it can be crazy, whatever makes you happy as a player. Someone with ice running through their veins might feel chill to the touch, their once black hair now shot through with blue-white streaks. Someone who died, went to hell, and was resurrected may have brought a little hellfire back with them, turning one of their eyes black and leaving a slow crust of red scales crawling up one arm. An apprentice who was caught in a blast when their master's tower exploded might find themselves filled with the raw potential of wild magic, but lacking the knowledge (or guidance) to actually control it. This might cause their hair, skin color, eye color, or a slew of other features to shift and change the more they dip into their weird admixture that now lives inside them.

Who Takes A Mutant In?


Mutant sorcerers may be even more unusual than traditional ones, lacking a pedigree to establish who you are or where your powers came from. You might find yourself shunned and feared, especially if your mutation gives you a strange or unsightly appearance in addition to powers others don't understand.

So another question you should ask is where do you go if your old life can no longer support you after your change? Do you withdraw into a monastery, attempting to find guidance and routine to help you control the power burning within you? Do you seek out an arcane school, risking a fate as a laboratory subject if it means they can help you... or cure you, if your mutation is something that has made it impossible to return to the life you had? Do you try to find others like you, who've survived terrible ordeals and found themselves changed by them?

Alternatively, do you turn to the renegades, rebels, and rogues of the world, hoping your powers may garner you a place among their ranks? Groups you might find in:

- 100 Mercenary Companies: Whether you can call down lightning, or breathe acid like a dragon, there are few free companies that would pass up the raw power of a sorcerer, any sorcerer, in their ranks.

- 100 Bandits: Whether you ride with the Darkskull, or count yourself among the Tin Men's ranks, might makes right in the world of highwaymen and robbers. A show of arcane force is often enough to stop resistance before it starts, making you a valuable member of any gang.

- 100 Pirates: Buccaneers and river ruffians need all the muscle they can muster, and a sorcerer (even a mutant with a disfiguring scar from the ordeal that empowered them) can be a potent weapon on the seas. Not only that, but a pirate's life might be the cause of your mutation, bringing you to cursed islands, ancient treasure hoards, or forcing you to fight denizens of the deep.

There are all kinds of twists and turns you can take with this particular concept. Just remember that you are limited only by the stats you roll up, and your imagination when it comes to who your sorcerer is, and what led them down this particular path.
 
Lastly, don't forget to check out my 5 Tips For Playing Better Sorcerers for additional inspiration!

Closing Links and Other Places You Can Find My Work


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a dungeon master.

For more of my work, check out my Vocal and Gamers archives, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, November 14, 2016

A Rebuttal to The "Hack" of Using Spells to Control Your Alignment

So, as we all know, Pathfinder now has rules in Horror Adventures that state expressly that casting spells with an alignment component can change your alignment. I covered this weeks ago in my Crunch post Horror Adventures Settles The Argument About Evil Spells and Alignments. However, as I've said before, absolutely no mechanic in gaming causes more vehement (and occasionally incoherent) arguments than alignment does. This was no exception. And the most common argument I heard for why this was a poor decision was that it meant spellcasters could now regulate their own alignment through the spells they used. Eaten too many babies? Don't worry, I'll just cast this good-aligned spell a few times, and there we go, back to neutral. Uh-oh, I used soul harvest as a way to get past a bad guy... guess I'll just use angel cuddle until I've been redeemed.

That's not how this works... that's not how any of this works...
Now, mechanically, that scenario (ridiculous as it is) is possible. However, by suggesting that's what players are going to do in order to somehow "game" their alignment ignores a lot of other facets.

Why This "Hack" is Pointless


In order for this sort of alignment maintenance to happen via spellcasting, it requires a spellcaster of a certain alignment to learn spells of an opposing alignment. If you're a good-aligned spellcaster, why would you learn animate dead, for example? And if you're an evil-aligned spellcaster, why would you learn celestial healing, particularly when infernal healing is an option? Perhaps a neutral spellcaster would know them both, and use them when appropriate, but why ensure that you cast an even number of good and evil spells? Because that's not, exactly, what "being neutral" means.

Seriously, this isn't a rhetorical question.
While it is possible for you to "atone" for your one evil spell with good spells, it's on the player to explain A) why the character would have spells from both ends of the spectrum, and B) why that character would feel the need to play one step forward, and one step back? Alignment is a meta concept, after all, which means that the characters are often unaware of where they sit on the spectrum without some form of highly-specific spell to tell them where they are.

More importantly, though, a player should ask why the character would even feel the need to bounce back and forth. Aside from the player's own, personal desire to fit squarely into a good or evil bracket that, as far as their characters know, doesn't even exist.

If a character is not a member of a class for whom alignment is important (such as a wizard, a magus, or even a bard), then there's no purpose to using spells to "cheat" the alignment rule that would make you good or evil for dipping your fingers into pools of liquid malevolence or beneficence. If a character is a member of a class for whom alignment is important (clerics, warpriests, inquisitors, etc.), then the question should be why would this person blatantly reach outside the alignment they're supposed to be maintaining to use tools that are outside their toolbox? This is particularly true for divine casters. Because while it's true that a good-aligned cleric could pray for spells with the evil descriptor, why would a good-aligned god grant those spells to them in the first place?

Roleplay Your Changing Alignment


The big question that playing footsie with your alignment by casting spells should ask, though, is what are the roleplay and story implications for that kind of flirtation? Does the wizard, who thought all magic was just a tool, develop a taste for true darkness? Does he begin relying on evil spells, even when he doesn't need them, just for the sickening rush of power? Will his reputation, and legacy, be twisted as he refuses to let go of his corruption?

Why did I change my seal? No reason, really.
The same is true from the other direction. What happens when the evil necromancer learns good-aligned spells in order to trick his opponents, but ends up seeing the light when he uses them too many times? Does he try to go back to his old ways, but the things he's done, and the person he was, are so revolting to him now that he can never understand how he once performed such awful acts without thought or care?

Lastly, it's important to note that a changed alignment doesn't wipe your slate clean as a character. For example, an evil character who, for some reason, becomes good-aligned through use of a good-aligned spell doesn't get to shirk responsibility for all the evil acts they may have committed. Their deeds were still done, and the enemies they made are still their enemies. There's also the question of what's going to happen when their masters find they've wandered off the proper alignment path. How hard will the character fight to maintain its new outlook on life when it knows that cult leaders, demon lords, and others have invested a great deal in them remaining evil?

Your alignment is an important aspect of your character, but it is not a get-out-of-jail free card. You can be good-aligned and still be wanted for crimes. You can be evil-aligned, and still find a way to never stray into illegitimate areas of the law. Finally, yes, you can alter your alignment by using good or evil spells... but the real question you should be asking yourself is what purpose does that kind of metagaming serve?

That's all for this week's Moon Pope Monday entry. Hopefully it helps some folks who've been grappling with this issue, and it stops some arguments at your tables. If you'd like to help support Improved Initiative, then drop by The Literary Mercenary's Patreon page to make a small donation. Donate at least $1 a month, and there's some swag in it for you! Lastly, if you haven't followed me on Facebook, Tumblr, or Twitter yet, well, why not start today?

Monday, June 13, 2016

6 Tournaments To Add Some Bloodsport To Your Campaign

There is nothing quite like a tournament. The pomp and circumstance juxtaposed with the speed, skill, and sometimes brutality, of combatants doing everything they can to be the victor. A tournament can often be the centerpiece of a campaign chapter, and winning one of them (or at least putting on a good show) is a phenomenal way for your party to get noticed. I recently completed a series of 6 tournaments for Kobold Press, and they're free for any player or DM to use.

If you like these, then you might want to check out the previous series I did for Kobold, 6 NPC Organizations to Spice Up Your Campaign.

Or if you're looking for some other pieces of lore to add to your campaign you should check out the supplements A Baker's Dozen of Rumours (And The Truth Behind Them) as well as A Baker's Dozen Pieces of Lore. Both pieces were authored by yours truly for Azukail Games, and they're full of urban legends, potential plot arcs, traditions, and local legends to spice up your setting.

6 Tournaments To Add Some Bloodsport To Your Campaign


#1: The King and Queen of Sharps


Where scoring "points" is a whole new game.
The King and Queen of Sharps tournament is a display of astonishing skill, and fast-paced swordsmanship. When your goal is not to kill your opponent, and where wounding them could lose your victory instead of clinching it, only those with a nearly supernatural skill will win the honor of being addressed as one of the Kings or Queens, and be given the right to carry one of the weapons awarded to the tournament winners.

#2: The Iron Fist


No tricks, no weapons, skill against skill alone.
When it comes to bare-knuckle brawling, no tournament is more brutal, or more revered, than the Iron Fist. A tournament by invitation only, participants have their lots drawn at random. They enter the arena with no weapons, and no clothing, fighting with strength, skill, and training to see who is the toughest. While some participants will only fight a handful of opponents, it isn't unheard of for one fighter to have to best a series of fresh, eager enemies with no more than a few minutes to catch their breath.

#3: The Arcane Masters


Never call it the battle of the bands... the bards take it personally.
Tournaments aren't only for the martially-inclined. Wizards, sorcerers, magi, and others all flock to the Arcane Masters as a way to prove their skill, knowledge, and power. However, the goal is not to do your opponent serious harm; the goal is to make them concede. This is where strategy comes into play, as many powerful spellcasters will try to keep their best spells and abilities a secret in order to throw off their opponents. Guile and strategy are often just as important as raw power when it comes to winning this tournament.

#4: The Labyrinth


It's around here somewhere... I think...
The Labyrinth is unusual among tournaments, in that it's not a test of battle skill... or not just that, at least. Every year the Labyrinth is different, and its location is set up so that only those in the know, or who are skilled at ferreting out information, will be able to find it. The challenges are kept completely secret, but participants need to overcome those challenges as quickly as possible. So, it's not a question of can they beat the Labyrinth... but how quickly can they do it?

#5: Blood on The Sand


A day at the beach, it isn't.
In the desert, water is life. Warring over water is expensive, though, which is why the tribal chieftains and nomadic caliphs came together, and created a way to determine who would control the oases. Blood on The Sand is often a battle to the death, but as the years have passed and the desert tribes have grown wealthy, the fighters have grown stranger. Mercenaries wielding bizarre weapons, mystics from faraway nations, and even inhuman creatures spawned from the desert's depths are all common sights in this tournament, but there's no telling who will win.

#6: The Devil's Dance


And your first opponent is...
Some tournaments are only available by invitation. Others are held in secret places, inaccessible to the common people. The Devil's Dance, though, is a tournament so secretive it's considered a legend by many fighters. Matches are held in a dark cavern before a masked and hooded audience, who never breaks their silence while fighters are pitted against fiends belched from the innards of some mad, despicable hell. Is the tournament real, or merely a figment in someone's imagination? And what prize would be worth fighting such inhuman creatures?

All right everyone, that's this week's Moon Pope Monday update. I hope you enjoyed, and found it useful. If you did, and you'd like to see more content just like this, then why not stop by The Literary Mercenary's Patreon page to become a patron? As little as $1 a month nets you some sweet swag, and it will help me keep creating content just like this. Lastly, if you haven't done so yet, why not follow me on Facebook, Tumblr, and Twitter to keep up with my latest releases?

Saturday, April 2, 2016

The Savage Wizard

Your party is advancing through the mountains. You've already weathered several skirmishes with orcs, and you've turned them back every time. Above you, though, standing in the center of the path, is one of the fiercest looking orcs you've seen yet. His tusks are carved with intricate geometric patterns, and his tattooed chest is draped in a wolf hide. His thick hand is wrapped around the haft of a greatax, and there is a look on his face that says you are not going to turn him aside as you did the others. Your fighter steps forward, readying his pike for the downhill charge, and that's when the scarred figure points his ax at the party and bellows a single, harsh word. Lightning erupts from his weapon, streaking through your ranks, leaving charred flesh and scorched armor in its wake.

You should never judge a book by its cover... especially when we're talking about wizards.

No armor, a single weapon wielded in one hand... prepare for fireball. Just in case.

 

Not All Wizards Are Wizened


We, as both players and DMs, have a stereotypical image of what a wizard should look like in our minds. An image that's been informed by generations of gaming and genre fiction alike. Wizards should be old, wise, and they tend to have a preference for staves, beards, and comfortable robes. In short, wizards should look like they came from the halls of academia, and not from the bramble forests or rugged mountains of the savage frontier.

However, while Golarion as a setting is filled with colleges dedicated to arcane learning (as are most fantasy RPG settings), nowhere is it stated in the class description that a wizard has to get his or her training at one of these institutes. As I mentioned in What Do Your Verbal and Somatic Components Look Like?, every culture, and every country, has their own magical traditions. While the effects of the spells are set, how you choose to cast them can vary widely from one caster to another as far as what words you use, what language you cast in, and the particular gestures that accompany your casting.

This also applies to who teaches you magic, and what forms your studies take.

I learned transmutation spells the HARD way.
 
There are dozens of different ways you could create a savage wizard. For example, if you were smart, and capable, you may have been apprenticed to the tribe's war shaman, who taught you the rudiments of magic, and explained the mysteries of the planes to you in countless lessons. You might keep a roll of hides, each with the forms and rituals of your spells inked or branded onto the skins. You might even bear tattoos or brands that increase your spellcasting prowess (such as with the feat Varisian Tattoo), and which mark you out to other members of your tribe.

You might come from the freezing peaks of the northern mountains, the furnace of the deserts, or the stifling heat of the southern jungles. You could be from a nation of half-feral elves, who have descended into war and conquest, while still clinging to their ancient knowledge. You might be an arcane warrior of the Sklar Qua among the Shoan-Ti, fulfilling the cultural role of priest, as well as that of knowledgeable mystic. You might even be a wandering hedge mage, learning from stolen spellbooks, ancient ruins, and personal experiments which have left you scarred, and more than a little mad.

There are certain elements you need to have in order to be a wizard. A thirst for knowledge, an understanding of the arcane, and a spellbook. How you gained that knowledge, and how you learned about the mysteries of magic, is wide open. So, if your table is in the habit of taking what they see at face value, bring a Bedouin swathed in black robes, and with a masterwork scimitar hanging from his left hip. Then, when battle is joined, draw your bonded item, and reveal the power of the necromancer no one truly expected.

If you're looking for further inspiration, check out 5 Tips For Playing Better Wizards!

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a game master.

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

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Monday, March 28, 2016

Can We Stop Making "The Batman Argument" For Wizards?

Character classes are designed so that they each have something to contribute to a game. The goal is for a party to be able to handle any challenge that comes its way, and for the members to combine their efforts in order to be more than just a bunch of individuals. A party should, ideally, be a team that works together like a well-oiled machine to defeat the cult, slay the dragon, or accomplish whatever other goal has been set before them.

No matter how unsettling that goal happens to be.
 
Despite our tacit agreement that every class has its place, and that in the hands of a skilled player any class or class combination can be used to make a good character, there is still this inane urge we have to talk about the "strongest" classes. In what boils down to a "my dad can beat up your dad" style debate, a faction of players will insist with absolute authority that wizards are the most powerful class. When asked why they feel this way, the players will say that it's because a 20th level wizard, given time to cast and the resources for necessary spell components, is an unstoppable force. They'll throw out the ability to teleport across the map, or the power to summon creatures from the ether, or the ability to create pocket dimensions, but no matter the lyrics, the tune being played is always the same.

I am now referring to this protestation as "The Batman Argument," and I would like to ask anyone tempted to make it to take a moment to look at why it's ridiculous.

What is The Batman Argument?


Batman is one of the most competent characters in the DC comics universe, if not in all of fiction. A master detective with a genius intellect, and perhaps the world's most accomplished martial artist, Batman's writers have also created a rule for the caped crusader's stories over the years. The rule says that no matter how powerful the foe, if given enough time and resources, Batman can craft a solution that lets him emerge victorious.

Because all I do is win.
 
This is the sort of logic that some players will use to justify their opinion about wizards being the most powerful character class. Because, they will argue, a sufficiently accomplished wizard can alter time, permanently alter his form, and create small armies of followers while guarding himself completely against any outside threat.

Which sounds great... until you realize the same sort of argument can be made for nearly any class.
 
Also, before we go any further, here's your reminder to check out my 5 Tips For Playing Better Wizards!

Every Class Is An Epic Threat At Level 20


If you set the same parameters for other classes that you do for a wizard (a huge budget, home turf advantage, and unlimited prep time), then you can create similarly difficult threats with any class, and a bit of creativity. A 20th level ranger claims a huge swath of forest, along with several strongholds inside it, and sets up traps to catch the unwary. Or a swath of desert, or a network of caverns, or even an entire neighborhood of a city. Within that area he can move like a ghost, springing deadly ambushes on anyone who enters his realm, and vanishing before his enemies can hit back.

Pick a class, and you can come up with similar arguments. A high-level rogue or ninja can ambush even the wariest of parties, picking them off in the night, or assassinating them in their beds, sneaking unseen past locked doors and booby traps. Give a 20th level fighter time to prepare for every contingency, and the equipment to handle it, and you'll find yourself hard-up against a master of war on her home turf. A 20th level barbarian is a storm of fury and frenzy, and even the lowly bard can create a deadly fun house that will have even competent adventurers jumping at shadows.

Of course a wizard that's allowed endless time to prepare, is given a huge budget, and is allowed to choose the place where the confrontation happens is going to be a gigantic threat. That's why so many end-of-campaign bad guys are wizards with a page and a half of precasts. But time and resources, put in the hands of any other class, can be just as dangerous.

Besides, how much harder is it to operate when you don't have the time and resources you need to prep? When you aren't given time to rest, and when you run out of fuel for your higher-level tricks? What then?

Everything Has A Weakness


Something that often gets overlooked in the pointless discussion of whose favorite class is better endowed than the other is this gaming truism; everything has a weakness.

Everything.
 
Paladins are an unstoppable force, when you put them up against evil creatures that rely on fear effects. If you have them fight creatures that aren't evil, though, they're fighting with their hands tied. Rangers are a deadly threat when they're in a familiar terrain and fighting a favored enemy... when they're out of their element, though, they lose a lot of their power. Rogues who can't get their sneak attack off aren't going to do a lot of damage, and fighters or barbarians who can't overcome damage reduction or escape a colossal foe's grapple, are going to be in quite the tight spot.

What about wizards? Well, wizards have weaknesses just like any other class. As I mentioned in How To Shut Down Spellcasters in Pathfinder, wizards' primary weaknesses are refreshing and preparing spells, required components, familiars and bonded items, and concentration checks. If you can keep a wizard from getting the time required to rest and re-prepare spells, disrupt the spellcasting process by planting an arrow in the caster's shoulder, stealing a bonded item, or snatching away necessary material components (particularly important for high-level spells where the components can't be ignored with Eschew Materials), then you have taken the bullets out of the gun.

The other weaknesses wizards have to deal with is that they have to choose spells for the day, and they can only cast so many of those spells. Choosing the wrong spells for a given situation is just as disastrous as firing off one spell after another, until you're shooting blanks. And, lastly, a wizard needs to be able to get their spells off. Sometimes all it takes is a good initiative check for you to cripple your foes before they can harm the party... and sometimes all it takes is a bad initiative check for you to find yourself on the ragged edge before you managed a single somatic component.

Everything Is Situational


None of this is to say that wizards, or any other spellcasters, are weak classes. They simply have different pressure points than other classes do. And, while you should plan for those blind spots so you know what to do if they come up in game, people in glass houses ought not to throw stones.

No matter how badass your glass house is.
 
At the end of the day, though, how effective a character, or a party, is depends entirely on the campaign they're put in. For example, A brute squad made up of a front line of skull crushers, an archer, a battle caster, and a chaplain are going to decimate the enemy on the battlefield in a straight-up fight, but if they have to pursue a more subtle, political plot they'll be fish out of water. A powerful enchanter or illusionist might be able to defeat foes through trickery and domination, but if every enemy in a campaign is immune to their spells because their minds are beyond the reach of magic, these casters are completely out of their element.

At the end of the day, it's perfectly okay to have a favorite class. By all means, talk about the things you like, and why you like them. But if you ever feel the need to break out a ruler and start comparing sizes, just remember that you're not Batman.

I hope this week's Monday post didn't ruffle too many feathers! If you enjoyed it, and you'd like to help support Improved Initiative, then why not stop by The Literary Mercenary's Patreon Page to become a patron? As little as $1 a month will keep the content flowing. Also, if you haven't already, why not follow me on Facebook, Tumblr, and Twitter?

Tuesday, September 23, 2014

Alternatives To Traditional Magic Weapons and Armor

There's nothing quite like that moment where your characters get their first magic weapons. Whether it's a longsword crackling with lightning, a glowing bow that fires with a choral thrum, or a shotgun that booms with a thunderclap, chances are it was your character's most treasured possession for months. You went on adventures with it, saved the day with it, and it became part of your character's signature look.

At least until you found something more powerful.

You fought well old friend, but you're just not a +2 weapon.
It happens in every game; your first magic item is a life-changing experience, but pretty soon even the most wondrous weapons and amazing armors become nothing more than a collection of numbers and abilities. Worse though, you usually have to end up exchanging huge piles of gold for them. It's the only way to keep the game balanced though; if players didn't have to pay a wizard to enchant their weapons and armor then the whole game would be unbalanced.

Wouldn't it?

Not really.

You see the mechanic of treating a magic weapon or suit of armor like any other good, with a value that can be measured in gold pieces, is functional. If it wasn't then so many roleplaying games wouldn't use it. However, for storytellers who are sick to death of how these awe-inspiring items become no more impressive than buying rations or a bedroll, here are some alternative suggestions for getting magic items into the hands of the party.

If you'd like suggestions for making your magic items just seem more special, then read How To Keep Your Magic Items From Getting Mundane.

Don't Let Players Buy Magic Weapons or Armor


Now I know what you're thinking, but hold up a moment. I'm not advocating that you force your players to partake in a world with no magic; that would completely eliminate the point. What I'm saying is that you need to take away your players' abilities to just exchange hard currency for whatever they want out of the back of the book.

I bought this at a hock shop for $500.
Magic items are supposed to be fairly rare in the first place; it's what makes them so special. Lots of players just walk into every town like there's an epic weapon emporium right next to the inn though, and if you want to keep your players on their toes you need to curb that behavior right away.

If you want to be a kind storyteller then you can put magic items in your shops, but make players really look for them. Perhaps what a merchant thinks is simply a monstrously fine sword is actually a weapon engraved with dwarven runes of power to make it burn brightly when drawn in battle. Maybe the local smith has a weapon he keeps only for special customers, locked away in the back for those willing to pay for its true value. Or it might be possible for characters to wheedle a favor from a wizard's college or a learned spellsmith, if the character is willing to pay the price demanded.

That's if you want to be nice.

What if I'm all out of nice?
If you don't want to be nice to your players then make them work extra hard for their magic items. Make them fight creatures for them, or give them specific magic items as quest rewards. Make them win a tourney of champions, or seek out a mythical smith in the haunted forest. Have the party defeat the Lord of the Dread Marsh in order to take up his enchanted helm and flail. If you do that it becomes clear that enchanted tools represent things money simply cannot buy.

Alternatively if a party member wants a flaming sword, then make him perform a ritual where he plunges a masterwork blade deep into the flames of a sacred volcano while chanting an ancient incantation. If someone wants a lighting lance then make her charge the top of a mountain and survive being struck by bolts from the heavens. These solutions allow players who want more story to still get magic items without taking craft feats or chiding the party wizard to please, pretty please, make something shiny for them. It also means that you can't stop in at local farming village #356 and walk out with celestial armor and a holy avenger.

Ancestral Weapons


Despite the name, an ancestral weapon doesn't have to be handed down within a family or a clan; the name refers to weapons that have acquired a legend of their own through long use. As an example, many vorpal weapons were never enchanted as such (at least in older editions of Dungeons and Dragons), but they gained this quality due to the sheer number of heads they'd taken from both the wicked and the wrongly convicted. Everything from Wyatt Earp's 6-gun to the Sword of Charlemagne grows larger when wielded by someone whose legend has grown long.

I'm sure there are other examples... somewhere...
This mechanic means a storyteller avoids the whole "go to a special shop and commission an enchanted weapon" mechanic entirely, and it allows weapons and armor to get special histories of their own. The holy sword found in a treasure trove might have been handed down a certain line of priest kings, whose piety made it more than just sharpened steel. A bow might have been carried by a series of famous outlaws whose chaotic lives imprinted in the grain of the wood over long use. Even a spiked gauntlet worn as a symbol of rank by ancient generals might begin to buzz with the energies and wisdom of a hundred great commanders, taking on effects for those who wear it today.

Old Fashioned Magic


Both high and low fantasy have some pretty epic examples of enchanted weapons, and they always come with intricate rituals and rare components. These weapons or suits of armor come with names and looks, and a complete pedigree of how they were made and where they came from. Like the greatsword Starbreaker, forged from the last gasp of a dying star fallen from the heavens, and hammered on the altar of Gorum for seven days and seven nights. Quenched in sacrificial oils the sword burned white hot, and then the blade turned as black as the Lord of Iron himself. The sword's edge never dulls, and it cleaves through shields and flesh as if they were no more than morning mist.

What I just described is an adamantine greatsword +1. But how much cooler did it sound?

It bears a passing resemblance to another famous sword.
Some magic items are made with certain components, while others are created by certain events. If you want to power up your party then use that to get players deeper into the game.

Let's say you have a barbarian who is particularly devout. There's no mechanical bonus for it, but the player is going to the hilt with her character's devotions to Sarenrae. The character arises every morning, prays, sharpens her sword, and dances to welcome the burning light of another day. Say that the party is later fighting undead in an underground tomb, and the barbarian dedicates each slain foe to Sarenrae; it's possible she'd begin to notice, and that the sword would glow brighter on each death. Once a cinematic moment is reached the sword bursts into flames as bright as the dawn itself, and the character attacks with all the ferocity of a desert whirlwind.

That's a lot cooler than just paying 4k gold for a +1 flaming sword. It also comes with the potential for the character to lose the goddess's favor if she strays too far from the fervor that granted her the weapon in the first place.

For characters who are less devout then it's possible for pure circumstance to leave weapons changed. A weapon that's killed a hundred lycanthropes might become a bane weapon, for instance. A blade that deals the death blow to a dragon might absorb some of the wyrm's power in the form of an enchantment appropriate to the creature's breath weapon. A weapon which always seems to deliver critical blows might become keen-edged, or perhaps actively try to suck the life force out of those it kills, depending on the wielder and the situations it's been used in.

For players who want the experience of making a magical weapon there's always the use of rare components. The hunt for star metal is well known, but what else might soak magic into steel? Quenching the blade in dragon's blood and bile? Heating a forge with the bones of great warriors so the steel absorbs their power (this was something some ancient peoples actually frigging did!)? Perhaps having a sword forged by a blind man, or a prophet, or a virgin priestess is the secret to making it powerful?

Whatever mystical dingus you want to use for your magic items it will make players appreciate how hard they are to get. Not only that, but a player will be a lot less likely to forego the trusty Razor Tusk, the weapon that killed the last of the great orc chieftains in the Black Tooth Wars just because another sword crops up that gives him an extra +1.

And even if the new sword gets drawn, the old one will never leave its place of honor on that warrior's hip.

One More Thing...


Also, before you go, I wanted to show you this.

Willy Shakes just telling it like it is.
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