Showing posts with label eldritch heritage. Show all posts
Showing posts with label eldritch heritage. Show all posts

Friday, December 2, 2016

Give Your Cleric A Healing Familiar (In Pathfinder)

Clerics are one of the most important aspects of any game. These divine casters come in all shapes and sizes, and when the party gets knocked down, it's the cleric's job to help get them back on their feet again. The task is occasionally a thankless one, but good clerics are indispensable.

They do face a difficult problem, though. Because more often than not healing your compatriots means you're putting yourself in harm's way. And that might mean you don't just lose your unwary barbarian; you'll also lose your medic. Assuming he can even reach the downed party member in time to administer aid.

At what point is it too risky to try saving a patient?
 
Now, there are some ways around this. For example, the metamagic feat Reach Spell allows you to prepare spells with an extended range, turning touch spells into close range ones. However, those spells are always going to raise the level of the spell, and that can get costly. And if you're going to eat a feat slot or two anyway, you might as well get a little more bang for your buck. Or, in this case, a familiar.

How Can You Give A Familiar To A Cleric?


It's actually pretty simple. In my post How To Power Up Your Pathfinder Characters With The Eldritch Heritage Feats, I mentioned that it was a prime way to get your hands on class features or abilities no one would expect you to have. The feats require Spell Focus in the skill associated with a given bloodline, as well as a minimum Charisma score (which shouldn't be a problem for clerics who want to make use of their Channel Energy class feature).

In this case you need to take Skill Focus (any Knowledge), and then Eldritch Heritage (Arcane). This gives you access to the 1st-level power of the Arcane bloodline, which is Arcane Bond, at level 3. This grants you either a familiar, or a bonded item, as a sorcerer of your level (which, in this case, is your character level -2). That means at level 5, you have a familiar who is capable of delivering touch spells. It also means that at level 9 you could take the Improved Familiar feat, if you were so inclined.

You know, for reasons.
 
What's the point in having a familiar? Well, you know how your compatriots are always rushing into battle, and typically spreading themselves all over the battlefield? This can be a huge pain for a cleric to keep up with. However, if you have a familiar with a high movement speed (and something like a fly or climb speed as well), then you can cast, and send your familiar out to dispense healing, buffs, or possibly dread curses if you want to use your familiar offensively. This allows your cleric much greater reach across the battlefield, especially if he's stomping around in medium armor.

But doesn't that just put your familiar in danger? A creature who is significantly more at risk than you are, with your divine gifts and scale mail?

Clearly you've never tried to take out a normal familiar, much less an advanced one. Hitting a Cassissian Angel who doesn't want to be hit, especially if it's bound to a good-aligned cleric, isn't going to be easy. Because there's the base creature's dexterity modifier, size modifiers, and natural armor, and on top of that there's the bonus to natural armor it gets from being a familiar. A bonus which will only go up as the cleric levels. Then you can stack even more bonuses onto it. A wand of Mage Armor, and another of Shield, are great boons to familiar AC. So is an amulet of protection, or of natural armor. In fact, with a minimal amount of preparation and use of resources, it's possible to give your familiar the highest AC in the party. Especially if you have access to domain spells and abilities like those granted by the Protection domain.

The House of Pain Now Delivers


It's important to remember that having a familiar comes with certain drawbacks. You're eating a minimum of two feat slots, and possibly a third for an improved familiar, and that can be an issue. It will always have half your hit points, and your saves, so it will be just as vulnerable (or strong) against certain threats as you are. And though familiars can be quite crunchy, their touch AC can be their downfall if they're being targeted by a spellcasting sniper.

I've got you now, you little bastard.
 
On the other hand, familiars can be a great boon to their masters. Improved familiars have their own spell-like abilities, and they gain their own set of actions during combat. They can share spells, and they can act as a mobile delivery system. So the next time a party member runs off before you can give them bull's strength, or someone goes down just out of your delivery range, you've got a friend who can reach out and touch someone.

Lastly, don't forget, your familiar isn't just a class feature; it's a character! As I said in Animal Companions, Cohorts, and Familiars, Oh My!, there are all kinds of ways to use these creatures to add flavor to your story, as well as a trick to your mechanical bag.
 
Also, while we're on the subject, don't forget to check out 5 Tips For Playing Better Clerics!

That's all for this week's Crunch installment. Hopefully folks enjoyed it, and at least a few of your out there are considering bringing this to bear in your game. If you'd like to help support me, and Improved Initiative, why not drop by The Literary Mercenary's Patreon page? All it takes is a pledge of at least $1 a month to get yourself some sweet swag, and to make a big difference. Lastly, if you haven't followed me on Facebook, Tumblr, and Twitter yet, well, why not start today?

Friday, July 8, 2016

Bored Playing Regular Humans? Try Racial Heritage on For Size

Humans are, without a doubt, one of the most common race choices in Pathfinder. It's hard to beat a bonus skill point and a bonus feat at first level. This is especially true in games where you're limited to the core races, where humans tend to win out more often than not. However, just because you might favor humans, there's no reason to play a vanilla human, especially in such a rich, varied world as Golarion where you can do (and be) almost anything you want.

Lord Bearington approves this message.
I mentioned a while back in How To Power Up Your Pathfinder Characters With The Eldritch Heritage Feats, that giving your character an unknown, or bizarre, heritage can lend you mechanical power, in addition to making your story that much more compelling. However, as I mentioned in that article, the Eldritch Heritage feats have both a feat tax (they require Skill Focus in the bloodline's skill), and they're only of use to character who benefit from a high Charisma. So if you're not a paladin, a swashbuckler, or one of the other charismatic classes, then you're going to find those feats aren't nearly as helpful for you, even if you love the flavor.

Racial Heritage (Advanced Player's Guide 168) doesn't have that kind of tax. All it requires is that your character is human (which means that half-elves and half-orcs qualify as well). This means you qualify as your race, and the humanoid race your heritage is linked to for the purposes of feats, traits, spell effects, magic items, etc.

What Good Does That Do You?


Well, that depends on what you're looking for. For example, say you're a first-level human, but you want to do a Tarzan concept as the human baby raised by orcs. Maybe you have a little orc blood in you, but not enough to matter. So, your first two feats are Racial Heritage, and Keen Scent. Then, when you take your traits, you might select Finish The Fight, which is typically for half-orcs raised by orcs, but fits right into your story.

Note: You may have to take the feat Additional Traits feat in order to gain the traits you want.

That is, of course, one of the tamer ways you could use this feat.

How ridiculous can this get?
Well, some of the possibilities can get pretty damn ridiculous.

For example, as I said in For A Change of Pace, Give Your Pathfinder PC Some Monster Feats, there are a lot of monster feats that require you to be a certain monstrous race. For example, you might take Racial Heritage (Storm Giant) in order to take the feat Storm Soul, which grants you immunity to electricity (and which is ideal for a Thor concept). You might, instead, take Racial Heritage (Stone Giant) in order to take the feat Stone Awareness, which grants you tremorsense out to 15 feet when in contact with earth or stone.

And if you have a DM that says you only gain the general subtype of a creature, you could take Racial Heritage (Giant), and take the feat Will of Giants, which makes you immune to enchantment effects that only target humanoids like charm person or hold person.

Giants are just one of the ridiculous options, though. You could combine goblin feats with a barbarian's fighting style, gaining benefits of the small race's tactics, while remaining a Medium-sized brute. Something like Burn! Burn! Burn!, which grants you bonuses on non-magical forms of damage would be ideal for a build that utilizes the Underground Chemist archetype, letting you tack a little more damage onto your alchemical attacks, over and above being able to deal sneak attack damage with them.

The combinations, while not endless, are pretty varied, and there is a lot of potential for discovering abilities you never knew you could bring to the table.

It's Not For Everyone


While a post like this shouldn't require this disclaimer, I'm putting it here because if I don't there will be brush fires all over the comments both here, and on social media. So, please, pay attention. And, if you want to, apply this to any other Crunch post I've made that focuses on potential combinations in any game.

Are you listening?
What I propose are only possible options. I'm going through the gigantic tool box that is the game system, and pointing out where little-known or less-used tools have been set aside, and showing that you can use them to achieve your goals. Can is, of course, different than saying you should use them, or that anyone who doesn't use them is somehow guilty of playing the game wrong. I'm just saying these are things you can do. If you like them, and want to use them in your game, more power to you. If you feel this doesn't fit your concept, or your gaming style, then don't. It's no skin off my nose. All I care about is that as many gamers know as many of their options as possible.

There now, with that said, thanks for checking out this week's Crunch post. As always, if you'd like to help support Improved Initiative, then I'd ask you to please go to The Literary Mercenary's Patreon page to become a patron. As little as $1 a month gives you some sweet swag, and it helps me keep writing posts that will (I hope) improve your game. Lastly, if you haven't done it already, why not follow me on Facebook, Tumblr, and Twitter?

Friday, July 31, 2015

The Ecclesitheurge: Part One of a Powerful Mystic Theurge Build

The Mystic Theurge is one of the most popular prestige classes for players who love spellcasters. Mixing arcane power with divine might, these unique magic users draw their spells from a deeper knowledge of the universe than any single arcane or divine devotee could possibly grasp. From a practical standpoint, Mystic Theurges have a dizzying array of spells to pick from, and they can mix and match the slots from one class to cast spells from another, which can wreck all kinds of holy hell on unwary enemies.

Burning hands from domain spell, and charm person from the bard list.
Now, there are all kinds of class combinations you can put together to meet this build's prerequisites; you just need one that's arcane, one that's divine, and to be able to cast the proper level of spells. Perhaps the most traditional combination, though, is the wizard and the cleric. From the wizard you gain a huge number of spells to choose from, and a bonded item that can let you spontaneously cast a single spell of your choice from your spellbook even if you didn't prepare it that day. From the cleric you gain... exactly the same thing if you take the Ecclesitheurge archetype.

More Magic Than Your Body Has Room For!


The Ecclesitheurge is a very special kind of cleric, found on page 91 of the Advanced Class Guide. The Ecclesitheurge has a very limited selection of weapons, and gives up the ability to use armor or shields. Instead, this unique cleric takes a vow to be protected solely by the power of his or her faith (and whatever spells get cast on the character). You also lose out on the third boost of your channel's power. What you get in return is the ability to switch around the domains you draw your spells from (as long as they're still domains your god has), and you gain a bonded holy symbol (which works just like a wizard's bonded item, but for cleric spells).

Cure this disease, in the name of Cayden Cailean!
This bonded item is a lot more powerful than people give it credit for, because clerics gain access to all their spells. So any time you have that moment of, "shit, if I'd prayed for that spell today I could save the whole party!" you can just cast the spell instead of kicking yourself. And what does it cost you to get this great ability? Weapons you likely weren't going to wield because of how bad your base attack bonus progression is, and armor you probably weren't going to wear since it would have greatly hindered your arcane prowess.

Not only that, but if you're ever unsure about how safe you are, look down the sheer list of magic you have access to. Mage armor and shield never go out of style, and they'll be more than enough to see you through your first few levels until you start growing into your new found power. If you're worried about your offensive capabilities, combining domain powers like the fire bolt from the fire domain, and the telekinetic fist from the wizard's transmutation school mean that you've got plenty of power to throw around without even dipping into your spells.

And if you really want to add some more firepower to your arsenal, then check out How to Power Up Your Pathfinder Characters With The Eldritch Heritage Feats.


As always, thanks for stopping into Improved Initiative! Make sure you don't miss any of my updates by following me on Facebook, Tumblr, and Twitter. If you want to help support me and my blog, then stop on by The Literary Mercenary's Patreon page to become a patron today!

Saturday, July 4, 2015

The Risen Antipaladin (How You Can Play A Paladin In An Evil Campaign)

Like a lot of other gamers I've been hearing chuckles of wicked glee surrounding the adventure path Way of the Wicked from Fire Mountain Games (if you have no idea what I'm talking about, check it out right here). Not only is it a well-written level 1-20 campaign, but it is a game specifically geared toward evil PCs. It's a game where you get to open up that restricted door and let out the serial killers, the cultists, the brutes, the monsters, and all the other villains that lurk in your shadow's subconscious.

So naturally, that got me thinking about what I'd like to play in an evil campaign. So, when presented a chance to bring any terrifying monster I have locked up in the depths of my mind, I decided I should bring this.

The guy on the left is the one I'm talking about.
In the spirit of my entry about The Android Barbarian, I'd like to discuss my idea of the Risen Antipaladin.

The Redeemed Villain


In the long ago and far away there was a book that sensible DMs kept out of their players' hands; The Book of Exalted Deeds. That book was full of feats and spells of such holy power that they would melt the flesh from the bones of devils, and bring light to the deepest darkness of hell. In the flavor section, the book laid out the basic archetype of the redeemed villain. It is what you think it is; a character who has lived a life of bloodshed, violence, and corruption, but who has turned their back on that life to do good deeds.

The Advanced Player's Guide gave us the antipaladin as the exemplar of evil; a warrior who holds no regard for life, liberty, or the well-being of others. Terrible to behold, and powerful beyond belief, antipaladins are often made from fallen paladins... but sometimes they're not. Sometimes, as you see on page 121 of the APG, antipaladins are rigorously trained for that specific life. In some cases they may even be bred for the role that they'll be forged to fill. While an antipaladin may turn his back on the pain and horror that made him who he is, those things still live inside him. He may try to keep them at bay with prayers, and to smother them beneath the weight of good deeds, but he'll always know what he was... and what he might be again.

The Thin Line Between A Good Man, And A Bad


For Way of The Wicked you begin the game with a prison break. You're all bad guys, and so it makes sense for you to throw in together to get out of this place. Then in walks the new fish. A few weeks ago he was the empire's golden boy; a blade of light, and a shield against evil. Then it came out who he really was, and despite all the good deeds he'd done, he was locked up for the terrible crimes he could never wash out. Maybe some of the villains were arrested by him  when he was called the Hammer of Justice, and was a force for good in the empire. Maybe some of them know him better by his old names; the Bloody Knight, the Bone Burner, or the Shadowman. The right hand of the devil himself, there were some who said that as long as he did the infernal lords' bidding that he couldn't be killed by mortal weapons. That he'd fallen a hundred times, always to rise and wreck bloody vengeance on those who had caused him pain.

A man born and raised in darkness.
Could your villains truly turn down the help of such a powerful ally? Especially if, as some suspect, that his black heart beats closer to the surface than you'd think?

Blood and Bone


There are a lot of ways you can set this situation up. Long-lived characters like elves and dhampir are ideal for those who were once terrible villains, and who have tried to bury that past behind them for many years. Tieflings and aasimar have infernal and divine blood, which can add into the story of struggle to define oneself. Humans are perhaps the simplest, and as paladins (or antipaladins) they'd greatly benefit from the Eldritch Heritage feat tree (more on that feat tree in How To Power Up Your Pathfinder Characters With The Eldritch Heritage Feats).

My particular favorite for this setup is a human paladin with the Infernal eldritch heritage. You have someone who, before he was even born, was being pushed onto the left hand path, and it's only been through sheer will and refusal to let go that he's managed to hang onto the grace he's found at the end of his repentance.

You Won't Last Long Here, Friend


While it might seem like a noble struggle, in an evil campaign it's only a matter of time until your hand is forced. Sooner or later you'll wade through enough filth that your grip on grace will slip, and you'll fall. And when you fall you're going to fall very, very hard.

We're talking ALL the way down.
That sort of thing is to be expected, and it's part of the challenge of the concept. The goal is not to make it through an evil campaign while playing a paragon of virtue; the goal is to see how far you can get before you take that plunge. And if you see your fellow players sniggering and elbowing each other, planning to drag your down off that plinth before you or your story is ready, just deliver a little in-character speech that goes something like this.

"They say the Bloody Knight's blade was never dry. That he would quench that steel in whomever was near to hand at the slightest provocation. Even his own allies. He was a man who would cut the tongues from those who disagreed with him, and who would cripple those he thought less than worthy. He was a creature of suffering, torment, and agony, whom even demons groveled and sniveled before. Tell me truly, do you really want that man to be sitting here by the fire when you sleep tonight?"

You Put Down The Darkness Once... And You Can Do It Again


A fun little hat trick for this concept requires you to get your DM's assistance in one, major manner. You need to give yourself a liege lord, and take the Absolute Loyalty trait at creation. That way you get a get-out-of-falling-free card you can use once and only once to cast atonement on yourself, assuming that what you're doing is at the behest of your lord commander. The trait implies you need to do it immediately, but with storyteller permission you might be able to hold onto it until an appropriately climactic moment so that you can slam the door shut on the fiend, and return to grace.

Even if you don't go that route, though (or do something equally cheap like recruiting a cleric to cast atonement on you once you reach a high enough level), there's nothing that says you have to remain wicked. You redeemed yourself once, and you can do it again... but some situations really do call for a monster.

For more tips applicable to paladins, check out my 5 Tips For Playing Better Paladins!

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.

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Sunday, June 21, 2015

How To Power Up Your Pathfinder Characters With The Eldritch Heritage Feats

One of the biggest differences between Pathfinder's sorcerers and those found in previous editions of Dungeons and Dragons was the idea of bloodline. In Dungeons and Dragons 3.0 and 3.5 sorcerers were assumed to be descended from an obscure magical lineage, which was most often draconic in nature, that allowed them to use magic spontaneously. Pathfinder decided to take that core concept and supercharge it, which is why we have dozens of different sources for where sorcerers' magic comes from. In addition to a specific heredity, though, sorcerers also gained bonus feats, bonus spells, bonus skills, and thematically appropriate bloodline powers around levels 1, 3, 5, 9, 15, and 20.

Mileage may vary.
What didn't change with sorcerers, though, is that they still have low hit points, and they still can't wear armor. This makes some bloodline powers, like the draconic bloodline's claws or the boreal bloodline's ability to give weapons the frost property for a number of rounds equal to 1/2 your sorcerer level, thematically appropriate but practically useless.

Unless, that is, you decide to give them to a more martially-inclined class.

Eldritch Heritage


The eldritch heritage feats (eldritch heritage, improved eldritch heritage, and greater eldritch heritage, on pages 149 and 152 of Ultimate Magic respectively) allow any character, regardless of class to gain bloodline powers. If you take all three feats (which will require playing till at least 17th level), then you can gain up to the 15th level powers from any single bloodline.

So what good does that do me?
So you get a minor feature of the sorcerer class, big deal, right? Well, as with any other mechanical trick you need to look at all your options in order to come up with a long-term goal that will make your character more effective.

For example, let's say you wanted to utilize the most basic power of the serpentine bloodline (Advanced Player's Guide 139). This power gives you fangs that you can use as a natural weapon to deal 1d4 points of damage, and to deliver a poison which does constitution damage, and whose save is equal to 10 + 1/2 your sorcerer level + your constitution modifier. The fangs are eventually considered magical for overcoming DR, and your poison grows more potent the more levels you gain. This kind of ability isn't that big of a deal for a sorcerer, but what if you gave that ability to a barbarian with the brutal pugilist archetype, who also had abilities like Raging Grapple? Perhaps a wrestler from Sargava whose ropy muscles are ideal for wrapping around enemies before sinking his fangs into their necks, quickly draining their constitutions and leaving them unable to continue the fight?

There are dozens of combinations of class and powers you can create to boost your mechanical performance, as well as adding intriguing elements to your character's backstory. For example, a Kellid fighter with an eldritch heritage from the nanite bloodline (Pathfinder Player Companion: People of The River) gains powerful bonuses from the nanotechnology living inside of him, but did that same heritage get him cast out from his tribe for bearing the mark of the machines? A druid with the verdant bloodline gains a useful ability to disarm or trip enemies using a 15-foot vine, bonuses against sleep and poison, along with being treated as if they're wearing a ring of sustenance, which would give the character an otherworldliness as she snacks on fresh air and sunlight. A philosophical assassin who comes from the starsoul bloodline would be able to use gas weapons without risking harm to himself, or he could exist in a void such as the space inside a bag of holding without problem (which would allow companions, or even bestial familiars, to carry the assassin past human guards to infiltrate a target's home base).

Cautions and Costs


Nothing comes for free, and the eldritch heritage feats are no exception. They require you to take skill focus in the skill associated with a bloodline, and they have a steadily increasing charisma requirement that can be problematic for some class combinations. So you need to keep in mind that the bigger the power you want from the bloodline, the higher your charisma will have to be, and the more feat slots you'll need to take up.

All right, let's break this down...
Put another way, if you want to get the most bang for your buck out of these feats you should look for low-power ones that will naturally grow with your character level (the serpentine bloodline's poison is a perfect example of a power you get with one feat, but which keeps growing as your character level advances), or to combine them with classes that get other benefits from having a high charisma.

For example, a paladin with infernal heritage is both intriguing as hell (so to speak), and it provides a nice dovetail. Paladins gain a huge number of benefits from having a high charisma, and the infernal heritage provides the paladin with a debuff touch attack, poison and fire resistance, and if you make it all the way to 17th level, you can gain the ability to call down hellfire or to grow devil wings and fly. So if you're going to be using your charisma (swashbucklers, Mysterious Stranger gunslingers, oracles, bards, and any other dashing character classes... including sorcerers who want more bloodline powers), then you're already on the right path.

Half-elves are also a swanky choice, as you get that free skill focus feat out of the deal.

These feats won't be ideal for all classes/builds, and they won't be ideal for every campaign. For example, you might take rakshasa heritage to increase your bluff, but if most of your game is spent slogging through zombie fights then you aren't going to find that silver tongue very useful. If you take a fire heritage, but find yourself fighting demons at the Worldwound, then you're going to have an impossible time making those powers punch through your opponent's resistances.

Now that you've had your warnings, go forth, and create terrible combinations where your character's parents are more than just a convenient reason to adventure in the name of revenge!


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