Showing posts with label caster. Show all posts
Showing posts with label caster. Show all posts

Saturday, November 6, 2021

5 Overlooked Buff Spells (in Pathfinder)

People often say that Pathfinder characters are overpowered. That they're running on superhero levels of skills, power, and sheer wooge. That's not inherently wrong, but the problem is that when the monsters are just as extra as you are, you're still going to be the underdog when it comes time to roll initiative and throw down. Which is why it pays to have a few extra tricks up your sleeve the next time you get ready for battle.

For my money, these buff spells are far more useful than a lot of folks give them credit for.

How many hits of this am I supposed to take?

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Spell #1: Expeditious Retreat


I am speed!

The name of this spell always makes people think it's used solely for running away from something, but it just adds a 30-foot enhancement to your land speed for 1 minute per level. So while you could put that on your wizard in order to play ranged games with the slow-moving undead, you could also have a gnome fighter read off a scroll, or the halfling alchemist slam down an extract, so they can suddenly close with all kinds of enemies on the battlefield.

The major downside of this spell is that it's self only, so you can't have a caster beef up the party tank and then send them rocketing off into battle. But it can be quite useful all the same for those who find they're constantly a few squares short of being able to get where they need to go when battle is joined.

Spell #2: Feather Step


Difficult terrain? What's that?

Difficult terrain is one of those things that's never really an issue, until it is. Whether you're fighting in mountains, you need to rush up the stairs to get to a villain atop a dais, or there's just bones strewn all across the floor of a pit, having your movement suddenly and unexpectedly hampered can majorly tie your hands behind your back. Especially if your party already had limited movement due to heavy armor, small size, etc. Feather step is an ideal way to just ignore this problem.

While used fairly rarely, feather step can be a lifesaver in fights where difficult terrain is part of the challenge of the arena. Or if you have casters who are creating difficult terrain as part of area of effect spells, and you don't want your allies to get caught in the slog. In fact, that one-two punch can be particularly nasty for land-based foes, especially if you're high enough level to get mass feather step so the whole party can run around unhampered with a single casting.

Spell #3: Moment of Greatness


Now is the moment!

This is another of those spells that often gets overlooked because you really need to have the right components in place to get the most out of it. The most common situation is when you have a bard in the party who can use this to effectively double the bonus from many of their bardic music effects at a single go. However, it also applies to morale bonuses from things like barbarian rage, which can be quite useful when said barbarian is getting up to the point where they're adding +6 or more to their Strength and Constitution, and for a single moment they can double that.

Of all the spells on this list, moment of greatness is one that starts all right, but only gets better as long as the party has a reliable way to get serious morale bonuses slapped on them. And the more folks who get the bonus, the more useful this spell is.

Spell #4: Tactical Acumen


We've got the high ground!

Tactical positioning is always your friend when it comes to winning a battle, but tactical acumen can be a real bastard when it comes to boosting your party's effectiveness. The spell lasts 1 round per level, and goes off in a burst from the caster, hitting all allies in 30 feet. What it does, in short, is give you a +1 to attacks or AC anytime you'd receive a bonus due to positioning. So cover, flanking, higher ground, etc. are all worth an additional +1. What's even better is that it's an insight bonus, which isn't that common, so you don't have to worry about not stacking with luck bonuses, morale bonuses, enhancement bonuses, etc.

Best of all, this one goes up with you as you level, to a +2 at a 10th level caster, +3 at 15th level, and +4 at 20th. It won't make or break a fight all on its own, but if you've got allies who are already using enhanced mobility to get into advantageous positions, using mounts to attack ground-based allies, or who are flying to get above their foes (or who are using cover to defend themselves), this can add some more oomph to their efforts.

Spell #5: Visualization of The Body/Mind


If given a knife and a hand in which to hold it...

Slot #5 is a shared one, because these two spells just have a lot of potential. Whichever visualization version you use, the spell lasts 24 hours, or until discharged. It costs 200 GP in various items, so it's not one to just blow willy nilly, but the bonus is not to be sniffed at.

Firstly, it offers you an untyped +5 bonus to all skill and ability checks associated with one of your attributes for either the next 24 hours, or until it's discharged. That's not nothing, especially if you actively use, say, Bluff to feint in combat, or Intimidate to demoralize enemies, or you want to be sure that ALL your Knowledge checks have a nice, fat boost. Or course, each attribute also has a handy, immediate effect you can discharge the spell for to get.

This is one of those spell choices that works best in a scroll form, or something similar. Because you can't have the other members of the party slap it on you, but it does have a flat duration and a flat bonus regardless of how powerful the caster level is... and that makes a big difference. It will get expensive if you apply it every day, but it's a good thing to slap on before you start the heist, delve into the dungeon, etc.

Looking For Some Additional Reading?


If you're looking for new places to use some of these spells, making sure you check out my growing Sundara: Dawn of a New Age setting. It's available both in Pathfinder Classic, as well as for Dungeons and Dragons 5th Edition if that's more your jam!

And if you want to see at least some of these spells in use, don't forget to check out the ongoing series of pulpy short stories that tell the tale of my group's run through the Hell's Rebels adventure path! Devil's Night is a bit of a prologue, setting the stage with whispers of an urban legend in Kintargo that's slowly making its presence known in the night terrors of the dottari. And the more recent installment, From The Ashes, tells about the riot at the opera house, and how Thrune has planted the seeds of their own undoing with the resurrection of the Silver Ravens!

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 alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, 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, February 13, 2021

The Chosen (A Cleric Character Concept)

"But... why?" Gerald asked, the word coming out in a breath as he wrung his hands. "How?"

"Those are not our answers to have, Gerald," Constantine said, patting the young priest on the shoulder. "And they are, in the end, fruitless questions to ask. You should rejoice that our Lord has shown his favor to someone in our midst."

"Are we certain, though?" Gerald asked, his face still troubled. "She has no training. No schooling. She barely knows her letters. She was grubbing in a pig pen before the attack, and then-"

"And then the power manifested within her," Constantine said, cutting off his companion. "Our lord chose the steel, Gerald. It is not our job to question why, but to take up our rasps and cloths, and to shape and polish her until she reflects his light more completely."

"Of course," Gerald said, inclining his head. It was a contrite gesture, but his eyes said he was confused... and perhaps resentful. Constantine noted it. He would need to help Gerald douse those sparks before they grew into something worse.

"Now then, enough of this," Constantine said, taking Gerald by the arm. "Let us, instead, spend our energies where they may truly be useful."

She must learn control, if nothing else.

The Chosen


When we think of a cleric we usually imagine the character's class as their profession; a priest who is a living conduit to the god whose church they serve. After all, if a god needs someone to carry their power in the material plane, and to act as their representative, why wouldn't they choose from those who are near-to-hand who are ready and willing to accept that responsibility?

Well, perhaps it's because they are not the right tool for the job.

If a god needed a sword, there are plenty of priests who'd be willing to put their blood on the line for their faith... but perhaps it's the grizzled mercenary who has been tempered by years of battle that this god instills with their power. Perhaps they need a voice to spread their word, but rather than reaching to the pulpit, the god finds their vessel strumming a lute in a tavern and singing for whiskey shots and silver coins. There are many among the clergy who might be willing to travel and heal in their god's name, but a barber surgeon or bonesetter who has chosen that life to help others rather than to bask in the reflected glory of their deity's favor may be a better instrument for affecting change.

This is the idea of the chosen. Not that they have some great destiny ahead of them, or that they're instrumental in some grand design; they are, rather, the ideal tool for the job at-hand.

The bones have spoken!

The Chosen is a fun concept for multiclass clerics, or for those who have unexpected/unusual backgrounds, histories, or who don't seem to fit the role of a traditional, priestly character.

The go-to example is the cleric who has little to no knowledge of religious matters. They might be the person with calloused hands and rough speech, standing like a wolf among the sheep of dedicated holy men and women who've been brought up and educated by the clergy. They might be a scion of a noble bloodline who, to the surprise of many, has a glimmer of the divine right of kings that made them an ideal vessel for divine power. In some cases there may be no logical explanation for why a particular god chose a failed wizard's apprentice, a one-eyed orc warrior, or a butcher who seemed to be trying her best to just handle the demands of her trade.

Why these particular individuals were chosen is up to you, and your game master. Of course, if an immediate idea doesn't occur to you, or you prefer to leave the question up to the imaginations of the table, never give a concrete answer.

After all, the gods often work in truly mysterious ways...

Speaking of the mysterious ways of the divine, if you need a little on-hand mystery to drop, consider checking out 100 Random Oracular Pronouncements. And if you're looking for more ways to step outside the usual box when it comes to these particular divine casters, make sure you take a look at 5 Tips For Playing Better Clerics, too!

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 FacebookTumblrTwitter, 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 FacebookTumblrTwitter, 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, April 25, 2020

5 Low-Level Protection Spells That Never Stop Being Useful (in Pathfinder)

Magic is one of the most useful resources in Pathfinder, but too often we end up letting our smaller spells sort of fall by the wayside, forgetting that our lower-level slots can still be useful even at higher levels of play. If you're looking for some ways to keep yourself (and your party) protected when crawling through dungeons and brawling through the bestiary, keep these simple spells in mind, as well as your daily preparations.

Also, for those who like to throw some mud in your enemies' eyes, check out 5 Low-Level Debuff Spells That Never Stop Being Useful (in Pathfinder) as well!

All right... let's talk protection!

#1: Delay Disease


Don't let charisma damage happen to you!
If you've ever played a paladin, then you understand exactly how invulnerable you feel when you can ignore the bite of a werewolf, or sneer at mummy rot because you are protected by a higher power. While getting permanent immunity to disease is tough, getting temporary immunity can be just as effective in the short-term.

Delay disease is a 2nd-level divine spell which also appears on the witch list as a 1st-level spell. Once cast it provides 24 hour protection against any disease taking effect on the target, and if there is already a disease present then the spell can halt it with an appropriate caster-level check. If you want to have something in place to keep your teammates safe before a dungeon delve, this is a solid one to keep in a wand and pass around before you kick in the door.

#2: Delay Poison


And I hit! What? Ah crap...
In the same boat as delay disease is another 2nd-level spell delay poison! This one only works for 1 hour per level, but it essentially stops the clock on any poison in someone's system (without a caster level check), and if someone is under the effects of this spell they can ignore any poison in their veins until it runs out. If you're high enough level that you have a lot of 2nd level slots to spare, this is a good one to keep on-hand, but even if you just have it in a wand for those rainy days when you need to stop a poison from spreading it's quite handy to have.

#3: Defending Bone


Don't worry boss, I got you!
Defending bone is a spell that is likely going to wind up on every character I ever play just for the way it looks. You animate either the femur bone or skull of a Medium-sized creature, and it floats around you. It interposes itself between you and physical attacks, granting you DR 5/bludgeoning. It lasts for 1 hour per level, and it will absorb 5 points per caster level with a maximum of 50 points before it gets turned to dust.

The most useful thing here is that the spell doesn't say you need to be aware of the attack for the bone to protect you. So if you're ambushed, or you have invisible rogues stabbing at you, the bone still interposes itself. Even better, if the DR negates an attack's damage entirely (say, a poisoned dart being fired from cover) then that will block any poison on the weapon as well.

#4: Protection From X/Y/Z


Don't touch me, don't touch me, don't touch me...
Protection from evil, and the variants that apply to good, law, and chaos are basic, 1st level spells that show up on most spellcasting lists. When we initially take them it's usually the boost to armor class and saves that we consider most important, but the other effects of the spell are arguably a lot more important at later levels.

The first is that it protects you from enchantment (compulsion) and (charm) effects, making it basically impossible for a big villain to just reach into the fighter's head and turn him into a party-killing puppet if there's a protected alignment in play. The second is that it means summoned creatures whose alignment matches the protection spell can't make contact with you unless you first attack them. This can be a life saver when a high-level villain is depending on summoned monsters to tear you to pieces, but the demons, archons, or chaos beasts can't get within a foot of you due to a lowly 1st-level spell.

While you get the biggest benefits from casting it at your character level, this is one that's fine to put in potions for immediate battlefield consumption.

#5: Stone Shield


Oh boy, that's gonna be nasty!
Stone shield is an immediate action spell that essentially lets you earth-bend a slab of stone out of the floor, making it rise up to protect you. It grants you cover (+4 bonus to AC and a +2 bonus to Reflex saves), and it basically lasts 1 round, or until something destroys it.

Those are relatively small bonuses, but they can be very helpful in a pinch. Especially when you consider that cover bonuses can be a life saver against ray spells, when there are so few things that help improve your touch AC. Additionally, if you have cover from an enemy, they can't take attacks of opportunity against you, so this is a great method to both cover your butt, and get the hell out of a dangerous situation while maintaining your standard action to heal up, or to cast something bigger once you're at a safe distance.

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 or my latest short story collection The Rejects, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, 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.

Monday, April 13, 2020

If You're a Pathfinder Caster, Try Spell Tracker For Free!

I've been a Pathfinder player and DM for years, and I've seen a lot of players who like the idea of playing a spellcaster, but who simply cannot deal with all of the record-keeping involved with it. Whether it's the tome of potential that magi and wizards can wield, or the sheer volume of spells that clerics and warpriests can pray for, it's all a bit overwhelming. Even the "simpler" sorcerers and bards can be tough to track when you consider metamagic, rods, feats, and other abilities that may be added into the mix.

Whether you're someone who's looking for a tool to break through the wall, or you're a long-time caster main who'd just like a helping hand, I highly recommend trying out Spell Tracker as soon as possible.

Because once I get organized, it's over for all of you!

What is Spell Tracker?


The short version is that Spell Tracker is an app that does just what it says on the tin; it keeps track of the spells your character knows, the one's you've prepared that day, and it runs all the numbers for you regarding your saves, your attacks, your DCs, and all the fiddly little details that can be a pain to remember when the swords come out, and the magic starts flying. Most importantly, it shows you which ones you've cast, and keeps the full text and description of the spell at your fingertips so you never need to pause mid-combat to crack open a rulebook again!

Fail me some saves, boys!
Not only that, but Spell Tracker also keeps track of how many rounds your spells have been going on, giving you a clear image of which effects are enduring, and which ones are ending. When you add in that it can often act as an add-on for many existing character creation programs for Pathfinder, you've got an app that puts a lot of power in your hand, and which makes split-second casting decisions as easy as tapping your screen.

And if you're a fan of Improved Initiative, you can try the app out for free!

All you have to do is go to this special Spell Tracker link, and sign up! The first 10 people who sign up will get 3 free months, and everyone else gets 1 free month, as well as entry into a drawing for a free extension of their time with Spell Tracker Pro. Since so many of us are trying to keep our games alive, why not use a tool that really takes the guess work out of your casting?

Seriously, give it a try. You've got nothing to lose, and everything to gain!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday!

Again, 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 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 FacebookTumblrTwitter, 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, September 1, 2018

The Noble Druid

"And when, precisely, will Lord Vanus have time to speak with me?" the envoy asked, attempting to keep his irritation masked beneath a sweet tone.

"He is on his morning constitutional right now," the steward said. "I am certain that, when he returns, he will host you properly."

The envoy's mouth was parted to say something else, when heavy thuds came from the veranda. A monstrous bear, shaggy and brown as high summer earth, ambled in as if he had not a care in the world. The envoy leaped to his feet, panic in his eyes, but the steward merely took a robe down off the wall and held it up. The huge grizzly reared up on its back legs, and shook itself. As the bear shook, the fur and skin slid away, becoming loose and empty as a cloak. A man's scarred hands took the hood, shaped from a bear skull, and peeled the enchanted skin away from himself.

"Thank you, Barrister," Lord Vanus said, slipping into the green robe and covering himself. The steward nodded, and took his lord's beast cloak, folding it carefully. Lord Vanus turned to the envoy, his thick, bushy beard splitting with a smile. "I do hope I didn't frighten you. Now then, I believe you've come to deliver the proposals for a new road. I shall attend you in my study as soon as I have had a chance to properly dress myself."

ROAR! "Let the record show the duke's objection in this matter."

A True Lord of The Land


The purpose of a noble is to steward a land, and its people. The reason the gentry was formed was they were given the responsibility of governance, and that responsibility was handed down over the generations. It is their job to make hard decisions, and to guide those under their care.

Someone who strove to maintain those ideals might easily find that, though they were born to privilege, that their stewardship is blessed by nature itself.

The precise method for a noble becoming a druid (not a druid who was raised to noble status for deeds performed, that's a separate concept) will vary based on the story you want to tell. For example, you could take a page out of the film Dragonheart, and have a sickly noble who was cured by a cabal of druids, a powerful fey creature, or some other representative of nature, which resulted in them being gifted with a part of that creature's power. Perhaps every Lord or Lady who ascends to take the family's mantle receives a blessing in a sacred grove, and swears an oath to the spirits who live in their land to be their champion. It's even possible that this particular family rose to the position of nobility specifically because the line tends to result in druids, rangers, and others who are both at-home in nature, and who can stand for the land as well as the people who live on it.

Do not anger the Lord. His allies are even more fearsome than he is.
 
It's important to remember that you can go through all kinds of shades of gray with this idea, as well. If you want to play a good druid, then perhaps he sees his responsibility as the head of a wolf pack, or the leader of a pride; to shepherd and protect those who aren't as strong as he is, while fostering bonds with his people. On the other hand, a corrupt or brutal noble family might see themselves as the apex predators, ruling through strength and raw power over lesser peoples. They might even be seen as more beast than man, taking pleasure in hunting people (often in wild shape), or even in eating the flesh of sentient creatures. The only law they maintain is the law of the wild, and in that duty they never falter.

Whether your noble druid is the latest in a long line of animal Lords and Ladies, or a unique anomaly in their family line for one reason or another, you have all kinds of options available to you for bringing this concept to life. And for my Pathfinder players, you might want to consider Inspired by Heraldry by Flaming Crab Games. This feat supplement gives your character supernatural abilities derived from their crest, allowing you to gain gore attacks for boars, flight for falcons, and a slew of other abilities that would be perfect for scions of noble houses. Or if you're just looking for a pre-made noble family, then you might find the half-feral Blackbriars or the swamp-dwelling Dredgers in A Baker's Dozen of Noble Families to be right up your alley. Lastly, if you want something specific for your character to draw on, then you might be interested in 100 Nobles to Encounter as well, as it's full of orcish War Dukes and elven High Boughs in addition to the usual aristocracy we're all familiar with.

If you're looking for more advice on breaking out of the stereotypes that are associated with druids as a class, check out 5 Tips For Playing Better Druids. And if you want more tips and tricks on fleshing out high born PCs, then you should also check out 5 Tips For Playing Better Noble Characters as well!

Also, for more about bear lords and druid stewards, you should take a few minutes of your time to check out the second installment of Mythconceptions over on Dungeon Keeper Radio.



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 FacebookTumblrTwitter, 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!

Friday, March 16, 2018

The Reluctant Cleric

Gendrick tried not to listen to what was happening in the street. He tried not to hear the shouts, the jeers, and under them, the pleas. He sipped at his wine, but it had gone bitter in his mouth. He thought about ordering another, but he knew it wouldn't taste any sweeter. He wondered, and not for the first time, why of all the drunks in all the bars the world over, it had to be his problem. Then he sighed, and stood. He picked up his sheathed rapier in his left hand, and walked out of the tavern.

They had the rope thrown over a beam, the noose swinging loosely. The boy was beaten almost blind, whimpering through swollen lips. The mob was a dull roar as its leader spat vile curses, accusing the boy of the darkest of deeds. Gendrick raised his voice, a leather-lunged bellow that had cut through the din of a battlefield in its day.

"Pardon me, friend," he shouted, cutting off the leader in mid rant. "Do you have a cure for what ails me?"

The man turned, sputtering and raising his fist. Gendrick threw his sour wine into the man's face, and drew his sword, smashing him square in the teeth with the pommel as he drew. The mob turned, and stared at him. Gendrick smiled; the smile of a drunk who had tried to keep the bottle closed, but who was now filled with enough liquid courage to make him feel invincible. He spoke a word of power, and cords of light danced around his blade. This was the last time... then again, that was what he said every time.


Take one down, pass it around, 99 favored weapons on the wall...


The Gods Choose Who They Will


When people think of clerics, they tend to picture priests who have trained their entire lives to serve their god. In some circumstances they may even be laymen, or just people devout enough to warrant the god's attention. However, there are some for whom serving a god is a burden they do not want. Because while they may be the right tool for the job, they truly wish they were not wielded. But the gods move in mysterious ways, and when they do finally break down and pray, they are given the power to move mountains.

Or to slay the first born, you know, whatever.
 
The idea behind the reluctant cleric is that, for whatever reason, you have a person who has been made into a divine conduit who really does not want that power. Maybe they've run from it, trying to live a simple life. Perhaps, like Gendrick, they find the raw power of divine magic akin to a drug; something that feels amazing, but which they try (often unsuccessfully) to stay away from. They may even be someone who has served a god for a long time, but they feel they no longer need to fulfill that purpose. Such as a cleric of a god of war who fought on a dozen battlefields, but who now wants to leave the blood and iron behind him... though, like a trusted sword, his god simply will not sheathe him.

A reluctant cleric has to be someone that the god in question feels is a good tool (and this can extend to other areas, like warpriests, and even to witch patrons if you wish). That means they have to meet the alignment restrictions, and there should be something inside them that speaks to the god's purpose. Someone who lived a life as a woods' guide being chosen by a nature god, for instance, or someone who knows what it is to have loved and lost being chosen by a god of love. Someone who always tries to do the right thing being chosen by a chaotic good deity, or someone who tells themselves they're truly a good person, and that this isn't who they really are, being imbued with power by a neutral evil deity of lies, secrets, or even assassins.

The most important thing to remember is that reluctant clerics have an arc. They want to avoid using their powers, for whatever reason, but they shouldn't remain in that arc forever. Perhaps they embrace their true nature, and become the savior, the warrior, or the storm that their god intended for them to be. Or, perhaps, they finally fulfill their god's needs, and they are allowed to rest. To put down the burden of their power, so that it may be given to another.

The concept was even mentioned in the latest Mythconceptions episode over on Dungeon Keeper Radio... Clerical Errors!



If you enjoyed this concept, you might also want to take a look at The Sacred Sorcerer, and The Heretic. Additionally, if you're looking for more ways to step outside of the stereotypes clerics often fall into, take a look at 5 Tips For Playing Better Clerics as well!

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 FacebookTumblrTwitter, 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, 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!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, 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!