Showing posts with label character builds. Show all posts
Showing posts with label character builds. Show all posts

Sunday, February 21, 2016

The 4 Major Flaws of Character Building

If you've ever frequented an RPG forum, or spent any time in social media groups dedicated to gaming, you've likely seen your share of ridiculous character builds. Whether it's the warrior with impenetrable armor, the magic user with the one-shot nuclear spell, or the social sledgehammer who can convince anyone of anything, these builds seem like unbeatable titans.

I'll let you in on a little secret, though... most of them are houses of cards.

Quail before me!
The next time you're presented with a seemingly overpowered character build, the first thing you need to do is read the fine print to be sure there were no mechanical mistakes (bonuses that don't stack being added twice, wording that's been changed or interpreted differently from errata, etc.). If all the actual numbers check out, the next thing you need to do is run down this list of flaws which could take a powerful build, and put a big, fat crack right down the face plate.

Mistake #1: Depending on Limited Use Powers


How many bullets does your big gun have?
One of the most common methods of balancing a game is to limit the number of times per day characters can use powerful abilities. Think about every first-person shooter you've ever played, and ask yourself how many rounds of ammo you found for that game's BFG 9000. You know, that ridiculous, kill-almost-anything weapon that was meant for boss battles, but which only had 3 or 4 shots in it if you saved them all till the end of the game?

Some character builds are the equivalent of that gun. Which is why, before you start smack-talking your DM, you should take a look at how many times you can use that big bang. Because it's entirely possible for you to put everything you've got into one, big blast that will send tremors through the very earth... but what happens if there's another big boss that comes after the one you just destroyed? Or if you miss, and can't do it again until you've had a lie down and a full night of sleep?

Mistake #2: Ignoring The Character's Lower Levels


What do you do between levels 1 and 15?
While not every system is level-based, every system does have what's considered a starting point for the average player character. Then as the game progresses and your characters gain strength, you earn experience points, or you're given more power. One of the biggest flaws a character build can have is focusing on what you're going to do once you're a veteran character with a lot of experience under your belt, and not asking how you're going to survive long enough to get there, or how you're going to contribute to the game before hitting your plateau.

The longer it takes a character build to hit its stride, the bigger this flaw becomes. Because sure, if you hit level 20 and you've put all your ducks in a row, then you have a really powerful character. If you're not starting out at your build's sweet spot, though, you need to know what you're going to do until you get there.

Mistake #3: Relying on Rare Equipment/Abilities


Behold, the Sacred Sphere of... what do you mean I can't find one?
Any time a character build requires a character to get his or her hands on powerful relics, or rare powers, it's important to curb your enthusiasm. For example, the book might have stats for the Mallet of Storms, the weapon wielded by the god of thunder, but it is folly to assume that, as a player, you'll be able to find something so rare, much less allowed to wield it. And while it's true that the master of the rare and exotic art of Knoph-Reh can tear an enemy's soul out through his mouth, it's important to make sure that your character will find a master, and be able to learn it before you hinge all your hopes on it.

The easiest way to fix this problem is to sit down with your DM in Session 0 to make sure that what you want to do will be possible within the scope of your game. If you're not sure what that is, then you should check out The Importance of Session 0 in Your Tabletop Games.

Mistake #4: Not Looking For Your Build's Weaknesses


I can totally take that raging green monster!
Everything has a weakness. That's both a truism of storytelling, and a part of an RPG's inherent balance. You're always going to have weaknesses no matter what character you play. It only becomes a problem when you go into the game unaware of your weaknesses, and having no plans for how to deal with situations where your strengths are nullified.

Let's say you have a one-hit wonder; the kind of warrior whose sword can destroy any enemy that comes within reach in a single slash. The problem is that not all enemies will fight fair. So, instead of standing and fighting,the wizard you're fighting floats into the air and out of sword reach. Or, alternatively, rows of crossbow snipers take aim from cover, turning your unbeatable swordsman into a rather shamefaced pincushion. Or you find yourself facing the angry dead, whose insubstantial bodies cannot be harmed by steel, but whose icy touch can sap the life from your bones. Or you could take an example from the other direction. Say you've created a powerful sorcerer who can bend fire to his will... what happens when he has to fight demons, to whom fire is a warm bath? Or creatures of pure elements, who are healed by being bathed in what was supposed to be a torrent of death? Or you have an assassin whose poisons and precise strikes are rendered useless against the walking dead, or creatures from beyond the stars whose anatomies are impossible to understand?

A character should be geared toward a particular end. However, if your big trick isn't going to fix the problem, it's important to have a few other tools in your toolbox so you don't find yourself sidelined. Or, even worse, killed.

As always, thanks for dropping in to check out this week's post. If you'd like to help support Improved Initiative, and keep content like this coming to you on the regular, then stop by The Literary Mercenary's Patreon page to make a pledge. Even as little as $1 a month ($12 a year) can make a big difference. Lastly, if you want to make sure you don't miss any of my updates, then follow me on Facebook, Tumblr, and Twitter, too.

Monday, January 27, 2014

The Avengers, Fantasy Edition

This week on Moon Pope Monday we do away with the amusing and present something amazing! The Avengers are assembled, but their looks have been tweaked for a fantasy setting. If you've ever wondered what the team would look like wrecking medieval mayhem, well wonder no longer!

Also, for those who are curious, Pathfinder builds for every character (excluding Nick Fury... for now) may be found here. Lastly, for more updates, follow us on Facebook or on Tumblr; the latter is where I found this series, but the originals may be found at Deviant Art here by the Durrrrian.

Now, without further ado...









Saturday, November 23, 2013

Pathfinder's One Hit Wonders: Tips to Build a Bigger, Badder Brute

We've all seen that player. When battle is joined dice scatter like a shotgun blast, and the number is high enough to make you wince. There's no magic, no sneak attack, just pure, unadulterated might behind every hammer blow. For those who are looking for the secret of the bigger, badder brute, it's not much of a secret at all. You just need to know how to bring the pain.

Step One: Choose Race and Traits

Starting from the ground, up.
When it comes to your bruiser it's important to begin at the beginning. Humans are the obvious choice because of their bonus feat and the floating +2 stat bonus (which you should add to your strength score), but both half-orcs and half-elves have their merits too. The former offers proficiency with the falchion and greatax, as well as half-orc ferocity, and the latter offers elven immunities along with low light vision. Both of these alternate race choices still provide a floating +2 stat bonus as well.

As far as traits go there are several, solid choices to provide an extra edge. Bloodthirsty (Ultimate Campaign) deals 1 additional point of damage when you reduce an enemy to 0 hit points, or when you confirm a critical hit. In the case of the latter the 1 point is increased by the weapon's critical modifier, which makes it a solid choice for high-crit weapons. Axe to Grind (Ultimate Campaign) provides a +1 trait bonus on damage to enemies who are only threatened by you in melee.

Step Two: Choose Your Class

When it comes to sheer strength two class choices are a cut above the rest; fighters and barbarians. While both can get the job done, it's important for players to carefully weigh the pros and cons of each class and what it offers.

Fighters

Nuff' Said
A fighter's strength lies in his or her ability to wear any kind of armor, and to wield even the largest arms with relative ease. Combined with weapon and armor training, as well as the sheer number of feats fighters receive, they are a slam dunk for a one-hit-wonder. The best fighter for doling out punishment in one, fell swoop though is the Two-Handed Fighter variant, found in the Advanced Player's Guide.

This variant loses armor training and bravery, but gains bonuses to sunder attempts and resistances, as well as the devastating ability of Overhand Chop. This ability, gained at level three, allows a Two-Handed Fighter to make a single melee attack with the attack action or a charge, and to add double his strength modifier to the damage dealt rather than 1 1/2 times when using a two-handed weapon. At level seven this variant gains Backswing, which allows the doubled strength modifier to be added to all attacks made as part of a full-attack action.

Barbarian

Nuff' Said 2.0
Known for raw power and a massive damage output, barbarians are often the fan favorite when it comes to doling out the harshness. With a full BAB of their own, barbarians are capable of wielding just as many weapons as the fighter. While barbarians lack the feat selection of the fighter, they make up for it with Rage, and with their Rage Powers.

For those who want to split their foes from crown to crotch though, the Titan Mauler (Ultimate Combat 30) is the way to go. These barbarians lose out on Uncanny Dodge and Fast Movement, but they gain the ability to wield two-handed weapons in a single hand, as well as the ability to wield over-size weapons at no penalty. These abilities are called Jotungrip and Massive Weapons respectively, and it's the latter that really solidifies this build as a one-hit-wonder. Bigger weapons equal a bigger damage potential, and that's what players are looking for. While you cannot wield a large greatsword, you can wield a large bastard sword just like the iconic barbarian does.

EDIT: Since it seems the fans wanted it, the Titan Mauler now does allow you to wield large-sized two-handed weapons, thanks to changes made in the rules.

Feats

The backbone of any brute, the right feats make the difference between a one-shot knock-out, and a dozen rounds of sparring back and forth on the battle mat. The following feat suggestions are chopped into groups.

- Power Attack (Core Rulebook 131)
- Furious Focus (Advanced Player's Guide 161)

The first two feats that any powerhouse should have, Power Attack increases damage by +2 (+3 for a two-handed weapon), and decreases to-hit by -1. Furious Focus negates the negative for the first attack made in a round (the only attack for most characters until level 6). At a BAB of +4 and every +4 thereafter the base damage goes up by +2 (+3 with a two-handed weapon), and the negative tacks on an additional -1. That's +6 at level 4, +9 at level 8, +12 at level 12, etc.

- Vital Strike (Core Rulebook 136)
- Improved Vital Strike (Core Rulebook 128)
- Greater Vital Strike (Core Rulebook 126)
- Devastating Strike (Ultimate Combat 95)
- Furious Finish (Ultimate Combat 102)
- Death or Glory (Ultimate Combat 94)

Despite its name, Vital Strike is not precision damage. It allows players to make a single, standard attack action, and to roll all of their weapon dice multiple times based on the how many attacks the character has as part of a full attack action. So that's double the weapon dice at +6 BAB, and triple the weapon dice at +11 BAB. Devastating Strike adds an additional +2 per die of weapon damage to a Vital Strike attack, up to a bonus of +6.

Furious Finish allows a character with Rage to make a maximized Vital Strike attack. This drops the character out of Rage, and leaves him or her fatigued. Lastly, Death or Glory allows a character to make a single melee attack against a large or larger opponent at big bonuses, but the trade off is that the enemy gets an attack on the character at the same bonuses immediately after.

- Raging Brutality (Ultimate Combat 114)
- Weapon Focus (Core Rulebook 136)
- Weapon Specialization (Core Rulebook 137)
- Greater Weapon Focus (Core Rulebook 126)
- Greater Weapon Specialization (Core Rulebook 126)

Raging Brutality allows a character who is currently raging to expend 3 rounds of Rage as a swift action to add his or her constitution modifier to the damage dealt to all enemies struck in that round. Weapon Focus and Weapon Specialization are the traditional feats for fighters, and they add a +2 to hit and a +1 to damage respectively. The greater versions simply offer the same bonuses, which stack.

Rage Powers

Don't get even. Get Mad. Really, really mad.
Rage powers are one of the major advantages of Pathfinder barbarians, and they provide a little more oomph. The more levels of barbarian someone has, the more puissant they become.

- Powerful Blow (Core Rulebook)
- Bleeding Blow (Ultimate Combat)
- Crippling Blow (Ultimate Combat)

When it comes to dealing straight damage to all enemies, the Powerful Blow tree is a barbarian's best friend. A single blow during combat receives a bonus of +1 damage. It goes up the more levels of barbarian a character has achieved. Bleeding Blow allows this bonus damage to be converted into bleed damage, and Crippling Blow allows this bonus damage to be dealt to an opponent's strength or dexterity scores. Other rage powers can deal damage to specific creature types, or give the barbarian other kinds of attacks, but for straight damage Powerful Blow is the way to go.

Oversized Weapons

Sometimes a short sword just won't do.
Even with all of the right feats, the right rage powers, and a strength score that's through the roof, a one-hit-wonder needs the right tool for the job. In this case that means an oversized weapon. Why? Because they let you roll more dice.

A large greatax, greatsword, greatclub, or great-whatever will deal 3d6 damage. Sadly they're too big for you to use, no matter what rules you've got. If someone makes you  bigger though, then your weapon gets bigger. Also you can wield a large sized bastard sword in two hands, and characters take a relatively small negative (-2) for wielding inappropriately sized weapons (which is negated if a player has the Titan Mauler's Massive Weapons ability).

Final Notes

When all is said and done, a one-hit-wonder is made up of a lot of little numbers from a dozen different sources. Every build has its flaws though, and players need to keep them in mind if they're going to prepare for any situation a game might through their way. When it comes to preparation, players can never go wrong with alchemical items (this list provides some of the best of the basics).

One-hit-wonders are melee combatants, which means they can't chase down flying creatures, or deal a lot of damage at range. These brawlers also tend to be fairly vulnerable due to a lack of shield. They have no protections against magic, and when it comes to hordes the one-hit-wonders might find themselves overwhelmed. The above suggestions are meant to create characters who go toe-to-toe with a single opponent, nothing more and nothing less.

Lastly, while multiclassing is an option, I would personally recommend against it for this build. Pick a barbarian or a fighter, but don't try to slap them together. Rage Powers' effectiveness are based on a barbarian's level, and combining a rager with fighters, alchemists, and even rangers may have short-term bonuses, but multiclassing can sap the effectiveness of these abilities in the long term. Fighters also gain the most benefits from taking a straight class, as weapon training bonuses, as well as higher level feats like Greater Weapon Focus and Greater Weapon Specialization only become available to those who dedicate themselves to the disciplined art of steel.


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Wednesday, October 2, 2013

Seizing the Initiative

"Who takes Improved Initiative?"

This question, blatantly asked in The Gamers 2: Dorkness Rising, is one that most players voice at a table. Feats are a big deal after all, so why waste it just to help you go first when combat breaks out?

I'll tell you why.

If you go first then you have the chance to claim the battlefield, and to make the opening moves. You catch your enemies unawares, and you have a better chance of dealing out damage and dropping the threat before it can even draw its sword. The right spell, or the right alchemical item, can completely change the course of combat from that point onward. Characters who go first have the chance to strike hard, fast, and without mercy. That's the kind of player who takes Improved Initiative, and that's the sort of gamer we welcome with open arms.

What's This Blog About?


In the spirit of the title, this blog is here to share tips, tricks, and character builds for all those who are looking for a new and interesting twist on their mechanics. In addition to tuning up your sheet though, we'll also have articles for dungeon masters on the little ways to turn a good game into a great game, and to help players breathe real life into their characters. In between all of that we'll have great gaming stories, amusing pictures, character portraits, and maybe the occasional video that will make any gamer's day.

And Just Who The Hell Are You?


Since I've been using the royal "we", I'll tell you just who the hell I am and why you should listen to me. My name is Neal F. Litherland, and I am an author. I'm also an avid role playing gamer, a DM, and I've contributed to Paizo's Pathfinder game both on the fictional and mechanical sides of things. Before you ask, no, this blog isn't connected to Paizo in any way; these are my own thoughts and opinions about games I've played and that I've both loved and hated.

For those of you who still aren't quite convinced, I've got a couple of references that might pique your interest.

The Irregulars The Irregulars is my first contribution to Paizo's Pathfinder Tales. With Molthune gearing up to go to war, Andoran sends in a team of experts to gum up the works. A suicide squad of loose cannons and skull crackers, the Irregulars are the best and the brightest of the bottom of the barrel. Note that, though this was once free, Paizo has since put it (along with the rest of the Pathfinder Tales up on sale on Amazon... still, it's just a handful of change for a story that I think holds up pretty well!

A Guide to the Best Alchemical Items For those players who want to have a little ace in the hole, there's nothing like the right alchemical tool for the job.

More Bang For Your Bomb A guide I wrote for Kobold Quarterly to help turn your Alchemist into a walking conflagration.

The Laying on of Fists: Feats and Features for Battle Clerics and Paladins This title is pretty self-explanatory; another Kobold Quarterly piece.

Calling in the Cavalry: Mounted Mayhem in Paizo's Pathfinder After I played a Shining Knight, I just had to put this guide together.

50 Shades of Rage: Flavoring The Barbarian's Signature Class Feature:  Because there's more to Rage than meets the eye. Remember that.

You're in the Army Now This is one for the DMs. Does your party fall apart like a soggy sandwich? Whip them into shape and give them a purpose!

Anything Else We Should Know?


I think that's about it for now. However, for those who are more interested in writing than roleplaying, check out my other blog The Literary Mercenary for tips and tricks on being a professional pen monkey. For even 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 cat noir thriller Marked Territory, its sequel 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 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!

If my readers want me to discuss any particular game, or any particular topic under the umbrella of gaming, just drop me a line and I'll look a little deeper into it. If you have something you want to share, let me know and I'll consider people who are serious about guest posts.

Lastly fellow gamers, I leave you with these words of wisdom. Remember, it is always better to do a thing.