Showing posts with label intimidate. Show all posts
Showing posts with label intimidate. Show all posts

Thursday, May 19, 2022

Let's Talk About Non-Lethal Damage in Pathfinder

Pathfinder is a game with a huge amount of options and diversity, and every time you think you've mastered everything it has to offer you turn over a rock and find yet another element you haven't really put to the test yet. This week I wanted to talk about one of the most basic elements of the game that seldom gets the love and attention it really deserves... nonlethal damage.

Often forgotten until the party is faced with a human shield, nonlethal damage is more than just an annoyance to be overcome. It is, in my opinion, something we should all be using a great deal more of in our games.

The champ's never lost a fight. Not only that, he's never killed anybody.

Before we get into the details this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!

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How Does Nonlethal Damage Work, Again?


Most of us don't actually bother reading up on nonlethal damage, so a refresher is probably a good thing to have at this point. The short version is that nonlethal damage is its own category of damage, tracked separately from your lethal damage. When your nonlethal damage meets your current hit points, you are staggered, and when it exceeds your current hit points you fall unconscious.

So far so normal, right?

What you'll notice, though, is that non-lethal damage doesn't cause someone to bleed out. Additionally, nonlethal damage that exceeds a creature's current hit point total just rolls over and becomes lethal damage (barring regeneration, which is a special case). Additionally, nonlethal damage heals at a different rate than lethal damage does. Nonlethal damage heals at a rate of character level per hour, as opposed to per long rest. Not only that, but spells and abilities which heal damage heal lethal damage, and then an equal amount of nonlethal damage.

No worries, I'll be right as rain in no time.

Okay... So What Do You Do With It?


At first blush, nonlethal damage seems like one of those extraneous things you'd never bother with. Sure, it's a good way to represent damage done by harsh environments and forced marching, but for a lot of players it feels like just one more thing to track. After all, if you're going to roll initiative, why would you bother with beating and bruising an enemy?

And the answer to that question is one that opens a lot of doors... for players and Game Masters alike.

I told you... stay down.

How many times have you, as a Game Master, wanted to capture the party rather than killing them? And if you've found yourself in that scenario, how easy was it to mess up and to do too much lethal damage, outright killing them before your bad guys could tie them up and haul them off (especially if your group rolls in full view)? Well, if you focus on nonlethal damage (or a generous mix of lethal and nonlethal damage) you can knock the PCs out without worrying about them bleeding out on you. Not only that, but if you use this as a prequel to a jail break or escape arc, then you won't have to wait for literal weeks of in-game time as their bodies knit together; even a brutal beating is going to heal up in no more than a day or so, allowing you to get back into the action while the bruises fade.

Nonlethal damage is also particularly good for changing up your challenges without worrying about going too far. For example, say you've got party members who want to train with one another. Or they just want to throw down to settle a grudge. Using nonlethal damage is a good way to have that fight without needing to get the cleric involved afterward. You could even use this for prize fights, public duels, or other challenges that are meant as an aside or a distraction. Bar fights are also a good place to bring out nonlethal damage, allowing your party to get in on the action without worrying about cleaving through half a dozen townsfolk with every blow.

Lastly, there are a number of valid character builds one can use involving nonlethal damage. Perhaps the most infamous is the Sap Master feat tree, which gives bonuses on sneak attack damage to those using bludgeoning weapons to deal nonlethal damage (which can be paired with the feat Bludgeoner to expand your range of weapons). Another handy use is the Enforcer feat, which allows you to make an Intimidate check against a foe as a free action whenever you deal nonlethal damage with a melee weapon, leaving them shaken for a number of rounds equal to damage dealt. Not an insignificant thing, if you want to give enemies long-term debuffs that will haunt them for an entire combat.

The difficult part is, of course, that you need to plan for using nonlethal damage. Whether it's carrying a nonlethal weapon like a sap, having a weapon enchantment that allows you to deal nonlethal damage at-will, or getting a feat like Bludgeoner or Improved Unarmed Strike (or just the class feature from monk or brawler) are a few examples. Everyone else has to take a -4 penalty on attacks, because it's harder than you'd think to use a lethal weapon to incapacitate someone than to just kill them.

It's All The Rage in Kintargo Right Now, Though!


While a lot of Pathfinder games utterly eschew nonlethal damage, it's proven extremely useful in my current Hell's Rebels campaign. Aside from undead, outsiders, and NPC antagonists who were utterly evil and debased beyond the point of redemption, one could count the number of NPC deaths in this campaign on one hand. Which is saying something given that we've led jail breaks, smashed the base of support for the Chelish Citizen's Group, destroyed a cult, and have done enough damage to the city's police force that they utterly refuse to go into an entire district without hellknight supervision/backup.

Incidentally, for those who are curious, the Silver Raven Chronicles has 4 installments at time of writing. I'd like to keep it going, but that requires readers and demand... so check it out if you're of a mind!

Part One: Devil's Night: A mysterious vigilante prowls the streets of Kintargo.
Part Two: From The Ashes: A protest becomes a riot as the new "mayor" attempts to establish control.
Part Three: The Raven's Nest: The burgeoning rebellion establishes a secret base.
Part Four: Circles in Salt: The Ghost joins the Silver Ravens, striking a blow against Thrune.

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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.

Monday, July 20, 2020

Interrogations Can Be Tough (But Very Rewarding)

One of the biggest blind spots DMs have, in my experience, is that they forget not every enemy is going to be killed when the PCs roll initiative. The undead will fall to pieces, the constructs will be smashed apart, and the animals may be driven off, but what about the myriad of other foes they might face? Those human toughs sent around to rough up the party, the orc mercenaries hired to cut off caravans to a town, or the cultists trying to stop the PCs from meddling in their plans? Sure, some of them are going to get killed, because that's the nature of fast and furious combat when steel is swinging and spells are flying. But what about the rest? What about the enemies who get knocked out, captured, or who just plain surrender because they aren't willing to die?

Well, that's when it's time to run an interrogation.

Look, we're gonna ax you a couple of questions, and we'd 'preciate it if you was honest with us, okay?
Having been on both ends of the screen for these scenes, there are a few things I'd like to recommend both to DMs, and to players out there to really make these scenes shine.

DMs, Don't Just Stonewall Your Players


This is probably the most frustrating thing you can do as a dungeon master when the party manages to capture an NPC. You don't have to immediately tell the party everything there is to know about this NPCs' life, history, and actions, but give them something. A name, a face, a location, some scrap of evidence the party can use to go forward from this point. Reward them for taking the time to take prisoners, and question them to find out what the hell is going on.

The man you seek wore the threefold mask of the shadow jester. A pity you lived, for your death will be worse, now.
For example, let's take the group of street toughs someone decided to send at the party to rough them up, and discourage them from completing their current task. The code of the streets may very well mean the toughs keep their mouths shut when it comes to giving out information... but what can the party learn from what they do let slip? Does the bard's Linguistics check pick up an accent unique to a particular block in the city, telling the party where they could start looking for these toughs' friends? Does the rogue manage to get the thugs talking about the poison they were using, purposefully misidentifying it so that one of them blurts out it's actually red fang venom, which is the calling card of a particular cult, or order of assassins, giving a hint as to who hired them? If the paladin separates the survivors, talking to them individually, can he diplomacize his way into the lapsed faith of the younger prisoner, getting him to admit what little he knows as long as the others aren't watching?

Hell, the party might just provoke an anger response from one of the prisoners, who sneers and tells them, "Just wait till the Man Eater comes looking for you. He'll eat your hearts, and pick his teeth with your finger bones." At that point all it takes is a decent Knowledge (Local) check to know that these toughs are part of the infamous Butcher's Boys gang, and that if the party wants more answers they can work their way up the food chain.

The Man Eater, along with a bunch of other NPCs, can be found in my 100 Random Bandits to Meet supplement, for those who are interested.

The key to remember is that you need to give the PCs clues, and you should make allowances for all the various skill checks the party has. Whether it's the party face trying to open up a dialogue, the tracker putting together observations about the prisoners' weapons, tattoos, and the mud on their boots, or the muscle putting the fear up them by cracking their knuckles and making not so veiled threats, everyone should be able to get in on the action.

Players, Remember, Social Skills Aren't Mind Control


This is something I've said time and time again, but it bears repeating. Bluff, Diplomacy, Intimidate... these are all useful skills that give us a number we can use to measure how effective your interaction with a character is. This is particularly helpful if your character is far more frightening, persuasive, or just charismatic than you are as a player. At the same time, however, these skills are not on-par with magic. You cannot use the raw force of a social skill to compel someone to do something. You can only change their standing toward you, or persuade them to believe something you're telling them. What they do with that information is up to the DM.

They might kill you, deary, but I will turn you into a newt and feed you to my fox. Now, who sent you?
Also, while we're on this subject, too many players seem to think that torture is also just as good as magic. The problem is (and I so rarely say this so please listen) torture doesn't work in the real world, and there's no reason it should work in a fantasy one, either. Psychology Today touched on this fact, but generally speaking if you choose to try to beat the information out of someone they're just going to tell you whatever they think you want to hear so that you'll stop. And for the DMs reading this, you should absolutely have that kind of action reflect both on the alignment of players (as was suggested in the Inquisitor's Guide for 5th Edition), as well as in the quality of the information they're given.

Now, with that said, what players should do is figure out how they participate in an interrogation scene, and what role they fill in what amounts to a social encounter.

Generally speaking there's going to be the "bad cop" and the "good cop" here somewhere. Perhaps the cleric or the paladin, speaking in reasonable tones and trying to make the prisoner think they are the only thing stopping the barbarian from crushing their skull, or the necromancer from using them for parts. However, instead of leaving the rest of the party as onlookers, get other people involved in the scene as much as you can. Have the rogue watching while they hunker down, acting as the lie detector with their high Sense Motive skill, watching how someone answers as well as what they say. While the interrogation is going on, have the ranger examining the corpses, trying to gain some insight about where the enemies came from, and who they are like a combination of Sherlock Holmes and CSI.

Give everyone a moment in the spotlight, and you'll have more fun, while also getting a more complete picture of what's happening.

Lastly, Mix It Up


As a final note to the DMs out there, mix up these interrogation scenes based on who is being interrogated, what they believe, and what happened before the end of the combat. Because the more organic the prisoners' responses are to what's happening, the more authentic and involving the scene will be.

And for extra points, include aspects of the party's Small Legend to show that the NPCs know who they are, and they've heard the stories about the PCs reputations.

Look, I've heard the tales. Just tell me what you wanna know.
For instance, does your fighter have a reputation as honorable? Do they bear the iconography and endorsement of a particular knightly order? If so, then a prisoner might invoke parley under the established code they're known for, agreeing to talk under terms of protection. Did the barbarian split two men in half with a single swing of their ax with a critical cleave in the last combat? If so, consider having the prisoners view that character with a substantial level of fear, having seen what just happened to those who opposed them. Do wizards or shamans have a particular reputation among the traditions of these prisoners? Or would a captured wizard consider talking to another master of the arcane arts when they wouldn't share their secrets with a common sellsword?

All of these things, combined with the unique history, personality, motivations, and fears of the particular characters who were taken prisoner can lead to unique, interesting scenes that will make an impression on the PCs. And in some cases these prisoners could be used as guides, as future informants, or even as converted allies.

For an example of how this can be used in text, check out my most recent module, Ghosts of Sorrow Marsh!

Good fun all around, this one.

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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, June 23, 2018

Tips On Using Bluff and Diplomacy in Combat (For Pathfinder)

When it comes to combat, the first thing that goes out the window are you social skills. Because now's not the time for talking, it's the time for fighting! Because unless you're trying to feint your enemy to catch them off-guard, or scare them with intimidation, this isn't the area to wield your silver tongue in.

Or is it?

Parley? Sorry, we don't speak coward!
As you've probably guessed by the title, there are a few ways you can turn a high Diplomacy or Bluff check into a viable battlefield weapon. I've gathered some of the ones I think are more useful, and presented them here. This list is likely not a complete one, though, so if I missed something you think deserves to be included here, please put it in the comments along with a source link or book and page reference.

Also, if you're more of an Intimidate specialist, I'd recommend check out How To Weaponize Your Intimidate Check in Pathfinder as well as the character build post The Bullyboy.

Bluffing Your Way To Victory


The most common way for someone to use Bluff in combat (other than feinting to deny an opponent their Dexterity modifier to their armor class) is by taking the Taunt feat. This feat requires you to be Small-sized, but it lets you swap Bluff for Intimidate when demoralizing your foes. It's particularly great because size doesn't matter in this case, allowing you to smack-talk giants without penalty. Ideal for bards who can maintain their music while demoralizing the enemy, helping allies and hurting foes in a single turn.

If you're not on the small side, though, there's also the feat Empty Threats. This one requires you have at least 5 ranks of Bluff, but it allows you to do pretty much the same thing as Taunt. It also has specific language that lets you use Bluff in place of Intimidate for the Dazzling Display feat, and any feat that requires Dazzling Display as a prerequisite. If you use Bluff in that way, though, then you can't use it to feint until the beginning of your next turn.

Fair trade off, I'd say.

If you're a spellcaster, it's also possible for you to take Conceal Spell. This feat is rather exhaustive, and requires you to have Bluff or Disguise, in addition to Sleight of Hand if you want to hide the fact that you're casting a spell, or using a spell-like ability. That last one is important, because it opens this feat to classes like kineticists, or to aasimar who take feats to expand their spell-like abilities. It does lengthen the casting time, and there is a chance the enemy will notice what you did with a Perception or Sense Motive check, but if they fail then they can't take an attack of opportunity on you, readied actions won't go off, and unless the effect emanates directly from you, there's no way to link you to the spell. Overall, a pretty intensive feat in terms of resources, but it's the answer to the constant question of, "How do I cast this spell without anyone knowing it was me?"

And it doesn't require you to jack up the spell level with Silent Spell and Still Spell.

You could also take Spell Bluff, if you're just looking for a way to get a leg up over casters who try to counter you (or to get a bonus against other casters who try the fake you out with what spell they're slinging). Not as useful if there are no wizards' duels going on, but worth keeping in mind.

Diplomacy In Battle


Diplomacy, as a rule, is a skill that takes time to work. If you're gathering information with it, it will take hours. If you're trying to convince someone to see things you're way, you have to give them a mini TED talk explaining what you're right. So, as a combat ability, it has truly limited efficacy.

Even with the right feats.

With that said, Call Truce is probably the biggest whammy you can pull off using Diplomacy in combat. The way this feat works is that you make a Diplomacy check, treating it as if you were casting a full-round action spell. You can't be wielding a weapon, or anything that might be considered threatening when you do this. You also have to be in plain sight. If no one on your side attacks an enemy or does anything threatening, you make a single check with a DC equal to 30 + the highest Charisma modifier of the enemy group. If you succeed, combat ceases for one minute, or until someone on the opposing side is attacked or threatened.

This can still go sideways if you attempt to use Call Truce as a ruse. Enemies receive a Sense Motive check to determine if you're calling a truce in order to gain an advantage. Additionally, if your enemies are fanatics, if they're clearly winning, or if they have a temporary advantage that will expire once the truce is called (short-term enchantments, for example), then the DM can declare that your attempt out-and-out fails.

However, if you've been looking for a way to just get those last few, scared bandits to put down their bows and talk with you, this is an ideal way to make that happen.

Another option, for the bastards out there, is the Betrayer feat. This feat allows you to butter someone up before combat, and if you manage to move their attitude along the path toward friendly, then you can make a single attack as an immediate action. If you got the target to friendly or better with your check, they're considered flat-footed against your attack, and take a -2 penalty to their Initiative if they survive. An ideal feat for assassins, cutthroats, and those who prefer seduction as an appetizer.

Lastly, there's the feat Urban Tracker. While not strictly combat-oriented, it struck me as useful in its own, specific way. Essentially it allows you to make Diplomacy checks to track people across an urban environment, rather than Survival checks. This pretty much requires you to be playing an urban game, but if you are, this is something that can help you find even the most elusive quarry.

Step Outside The Box


Remember, combat has a lot of different angles and strategies you can explore. And if you're a largely skill-focused character who's been looking to put some of those skills to use outside of RP-based challenges, I hope this guide helped. As always, remember, some enemies are too dumb, too inured, or just too inhuman for skills to work. Which is why you should have something heavy you can hit them with if you can't talk them down... like that barbarian you keep under glass for occasions just like this one.

That's all for this month's Crunch installment. Hopefully there are some skill monkeys out there who are coming up with new concepts as we speak. If you'd like to see more of my work (and particularly more gaming articles) check out my Vocal archive, or head over to the YouTube channel Dungeon Keeper Radio where I help out with DM advice, player tips, and occasional comedy. If you want to stay on top of all my latest releases, then follow me on Facebook, Tumblr, and Twitter. Lastly, if you want to help support my work, then head to The Literary Mercenary's Patreon page to drop some change in my tip jar, or Buy Me a Ko-Fi. Either way, I'll be happy to give you my eternal gratitude, and some sweet gaming swag!

Saturday, November 25, 2017

The Big Name

The inn was full of hushed tension. The brigands had kicked down the front door, and spread around the room. Their leader, a huge man with black snake brands along his muscular arms, surveyed the room. Only one man remained calm. He was seated at a table in the center of the room, a mug of ale in one hand. His eyes were half-closed, like a lazy cat sunning itself on a windowsill.

"And who are you, sitting pretty when the Bloody Banners come to call?" the leader growled, advancing on the man.

The man sipped his drink, and set his mug on the tabletop. He brought his free hand out from beneath the table, and set a coil of silk rope next to it.

"They call me the Hangman," he said. His voice echoed in the sudden stillness, and every set of eyes above its red mask went wide. "There's a big, strong tree out front. No reason it should grow such early, ugly fruit... is there?"

Together or separate, it makes no difference to me.

The Power of a Big Name


A lot of the time, when someone has a big reputation, they have the goods to back it up. The last ten men who've pulled steel on Duncan Greenwell were all dead in seconds, their throats sliced clean through. Folks step small around Allie Mae Arenwell, as the swamp witch's enemies all seem to die under mysterious circumstances. And Cranken "Bulger" Hatworth may be old, but that right hook can send a man to the floor in a single swing.

Other times, though, it's all an illusion. Maybe the guy got lucky, and played it off like that once-in-a-lifetime shot the whole town saw was something he did all the time. Perhaps he's built up his reputation by stoking the rumor mill, talking himself up while in disguise, or paying storytellers to follow the "official" version of his deeds. It's even possible that it all started as a joke, but now it's spiraled out of control.

If you've ever heard Bert Kreischer's story about how he earned a reputation as The Machine with the Russian mob while he was just a college kid who drank too much vodka, well, that's sort of what we're talking about. If you haven't seen that, seriously, check it out. The inspiration there is rich, and deep.



Building A Big Name


A Big Name is going to be a character who can, at least, talk a good game. As such, they tend to have pretty high Charisma scores. A social trait like Signature Moves, which gives you a masterwork piece of equipment unique to you that grants a +1 bonus on Bluff and Intimidate while it's wielded, is a good place to start. Feats like the Dazzling Display tree, which allow you to Intimidate large groups of enemies (and eventually leave them flat-footed, or make them cowed into submission) are a solid follow-up. Even utilizing Disguise or Diplomacy to seed rumors of what you did, or Bluff to outright lie, can bolster your legend.

But what's the point of the Big Name? Well, to turn that reputation into a blunt instrument, of course.

Ever seen Road to Perdition? There's a particular scene where our main character, a feared enforcer, walks up on a speakeasy. The doorman is cracking his knuckles, and playing the tough guy, until our lead tells him who he is. As soon as the muscle hears the name Mike Sullivan, he immediately slumps his shoulders, and becomes a non-threatening, ingratiating helper. That's the sort of thing you do with a Big Name. The idea behind their name is deterrence, and to make intelligent creatures take their hands off their hilts and walk away, rather than risk finding out if the legends are true.

And when combat starts, they use Intimidate to cow their enemies. Because even if the other members of the party have more muscle, or more magic, it's the Big Name the bad guys will talk about when they run. Which will, of course, only make that name slightly bigger.

For more on this idea, make sure you read Character Reputation in RPGs: The Small Legend. It's one of my more popular pieces, and the advice in it is pretty simple for both GMs and players to follow!

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!

Monday, November 13, 2017

Think A Fighter's Bravery is Useless? Well, Think Again...

Fighters are a simple class, relatively speaking. They're where we tend to suggest new players start, and we tend to think of them as pretty basic. They get good armor, good proficiencies, a butt-load of feats, and they can hit hard pretty much without fail.

Approacheth me, brother!
The class feature we all tend to ignore is Bravery, which gives a fighter a small bonus on saves against fear as they increase in level. Sure, Will saves are the bane of a fighter's existence, but most of the time we're all too happy to trade out Bravery for other features. However, Da_Penguins made quite an argument for just how you can make Bravery a valuable class feature for your fighter over on the Pathfinder subreddit.

While I highly recommend checking out the entire thing, some of my favorite suggestions were...

A Little Something For That Will Save


As I said just a bit ago, Will saves are the bane of a fighter's existence. Sure you can bump it up with feats, and with racial bonuses, but there's only so much you can do about your weakest save. One option that may have slipped past, though, is to take the advanced weapon training option Armed Bravery at 9th level. This allows you to take the bonus from your Bravery feature, and apply it to all Will saves. Given that 9th level is when you start facing more enemies with heavy-hitting magic, it's not a bad option to go with. It also makes you harder to Intimidate, adding a bonus to the DC equal to double your Bravery bonus.

The Cure For What Ails You


The major problem for relying on Bravery, even if you can make it an all-purpose Will save patch, is that it's a small bonus. But if you're a worshiper of Cayden Cailean, and you're willing to do a little day drinking, you can boost it up. The feat Courage in a Bottle from Inner Sea Gods increases your Bravery bonus by +2 while you're intoxicated. If this would give you more than a +6 bonus against fear, then you're considered immune to it. That bonus applies to everything, as well, if you have something like Armed Bravery on your sheet.

You can take this feat as soon as you have Bravery as a class feature, and it can give your wine-swilling swordsman, or drunken mauler, a bit of an advantage when they step on the field. And it's a handy boost if you're dual-classing with the Drunken Brute barbarian archetype, too.

When You're So Brave, You're Scary


Intimidation is one of those things fighters and barbarians tend to rely on when they need someone to comply with their wishes, but they aren't quite ready to beat them soundly about the head and shoulders just yet. Undaunted Bravery allows you to add your Bravery bonus both to the DC to Intimidate you, and as a bonus on any Intimidate checks you make. If, of course, you're a worshiper of Cayden Cailean. If you've got some brew in your system, and you couple that with Courage in a Bottle, you might be looking at a significant weapon on the field. Especially if you use feats like Dazzling Display, or if you've got Cornugon Smash on your sheet. If you combine it with Intimidating Prowess, then you've got a pretty nasty snowball on your hands.

Pumping Up Your Bravery


If you're going to use Bravery for more than just getting out of being spooked, then there are some items you should have to get the best bonuses you can. The Band of The Stalwart Warrior is pricey, at 14k gold, but it gives you some good protections, and increases your fighter level by 4 for the purposes of determining Bravery. The Amulet of Courage, cheaper at only 6k, will cast remove fear on you once per day, and increase your Bravery bonus by 1. That will add up, and these items can be combined for the best results.


These are all the thoughts I had for this week's Crunch installment. Hopefully it helped get your mind spinning on what you might do with Bravery the next time you put a fighter together. For more content by yours truly, check out my Gamers archive, or head over to Dungeon Keeper Radio to see what sorts of shenanigans we're working on now. If you want to keep up to date on all my latest releases, then follow me on Facebook, Tumblr, and Twitter. Lastly, if you'd like to help support Improved Initiative, consider heading over to The Literary Mercenary's Patreon page to become a patron. Because every little bit helps!

Saturday, June 24, 2017

Don't NERF Skills in Pathfinder (Instead, Try Using The Rest of The Rules)

I don't know how many times I've been on a Facebook group, or a subreddit, and seen a DM asking for advice on how to deal with player characters with "overdeveloped" skills. Perception is probably the most common complaint, but Bluff, Diplomacy, and Intimidation sometimes get a bad rep for being easily "broken" in a game. These DMs are always asking how they can maintain their game's challenge when one player (or all of them) have taken it upon themselves to buff their skills until they shine, and they are unsurpassed in the execution of this one task.

The answer is pretty simple. Crack the book, and read how skills work in their entirety, instead of just the basics of how a check functions.

Seriously, guys, you make this a LOT harder on yourselves than you need to.

The Book Already Has The Balance You're Looking For


As I said way back in my post Operator Error is The Biggest Cause of Problems in RPGs, most of the problems DMs have behind the screen come from gaps in their knowledge about how aspects of the game actually work. For skills, most of us never move beyond the DC 10 for a simple task, DC 15 for a difficult one, and DC 25 or 30 for a nearly impossible one. However, that scale is only part of how skills work in Pathfinder.

Let's start with Perception, since it gets the most hate, and seems to cause the most problems. The most common use of Perception is to counter either a Stealth check, or to notice someone using Sleight of Hand. However, it is also used to locate traps, with the base DC of 20 for mechanical traps, and 25 + the highest spell level for magical traps.

Some traps have lower locate DCs than others.
Now, if you're a DM who is constantly frustrated that your party always finds your traps, locates your ambushes, or stumbles across your secret doors, you need to ask yourself two questions. One, why are you annoyed that your players are succeeding, using the resources they invested into their characters? Two, are you actually applying any of the appropriate negatives to the situation according to the chart on page 102?

You see, Perception is not just about the DC; it's also about the conditions you're using it in. Bad conditions? That's a +2 to the DC. +5 for terrible conditions. Distance? It's +1 for every 10 feet away the character is. If the creature making the check is distracted, that's a +5 to the check. Hearing something through a closed door is also a +5. It's +10 per foot of thickness to perceive something through a wall. It's a +20 if something is invisible, and then there is the question of whether the person making the check can see in the dark, can see in dim light, or if they understand what they're hearing.

All of that is a built-in feature of the game, and it's expected you're actually applying those negatives to situations where PCs are making Perception checks.

The other major problem I find is DMs who aren't actually running a skill the way it's listed in the book, and as such are making it more powerful than it should be. Intimidate and Diplomacy are the best examples. When you demoralize a creature in combat (one of the most common uses of Intimidate) the DC you have to beat is 10 + target's hit dice + the target's Wisdom modifier. So, while it's possible for you to Intimidate the dragon, you had better have Skill Focus, a racial bonus, a favored class modifier, a trait bonus, an equipment bonus, and roll above a 15 if you expect to demoralize that thing for even 1 round. It is not a roll-off of your Intimidate versus the target's Sense Motive (a skill most monsters don't even have most of the time, which would practically guarantee your success).

Then there's the creature's attitude. You see, it's entirely possible to use Diplomacy to change a creature's attitude toward you... but you can only move them 2 steps along the chart. So, if a creature has a hostile attitude toward you, the absolute best you can hope for with a Diplomacy check is to shift it to indifferent. And that means you need to make a check that beats the check of 25 + creature's Charisma modifier by 5 or more. So, at minimum, you need to hit a 30 just to make them not care one way or another.

But what about friendly creatures? Well, friendly is often misconstrued as, "I won the check, so now they do what I want." That isn't how that works. If you manage to change a creature's attitude toward you to friendly, either using Intimidate or Diplomacy, that creature doesn't immediately become a pawn under your control. It becomes "friendly," which means it will treat you as a friend. Depending on what you want, the DC will also go up (such as a +10 increase to the DC for giving dangerous aid, or a +15 or more for aid that could result in punishment). And if you use Intimidate rather than Diplomacy to make a creature friendly toward you? Well, that's a short-lived victory. It's also only really good for interrogations, since it only lasts for 1d6 X 10 minutes, after which the target treats you as unfriendly, and is likely to do things like report you to the town guard.

Don't Take Away Their Victories (But Don't Make Them Easy)


Pathfinder is a rules-dense game, and that means it's entirely possible to go through a whole campaign without touching on big sections of the rule book. But when you're a DM, and your players want to use those rules, it behooves you to learn them, and to run them with all the positive and negative aspects they're listed with. Because while it's entirely possible for the half-orc rogue to terrify a prisoner into submission in order to find out how many men are inside the bandit stronghold, or for the ranger to hear a twig snag as ambushers approach the camp while he's dead asleep, it's important to remember those aren't flat DCs. Sometimes it's easier for a character to succeed on those endeavors, and sometimes it's harder. Especially because natural 20s are not a guaranteed success on skill checks, by the rules.

However, while a DM might lament that someone in their party regularly hits checks in the 40s by level 10, take a moment to stop and ask what they had to do in order to get those numbers. How many feat slots, skill points, attribute bumps, traits, items, class features, and even spell slots are they dedicating to making sure they have the ability to spot ambushes with eagle-eyed clarity, or to fast-talk their way past all but the most astute guards. Just like barbarians with brutal attack numbers, or wizards who always seem to have just the right spell for a situation, don't punish the player for properly investing their resources to make effective characters.

Just make sure they're following the rules, and that they understand some situations are more difficult to overcome than others. Not because you're arbitrarily changing the rules, but because the rules were built with that difficulty curve in mind.

That's all for this week's Crunch post. Hopefully it helps both frustrated DMs, and players who have been wanting to go a little more in-depth with their skills. If you want to keep up-to-date on all my latest releases, then follow me on Facebook, Tumblr, and Twitter. And if you'd like to help fund me and my blog so I can keep bringing you posts just like this, then head over to The Literary Mercenary's Patreon page. All it takes is $1 a month to make a big difference to me, and it gets you all kinds of sweet swag just for being a patron.

Friday, August 26, 2016

The Calistrian Dom

Sacred prostitutes have served the church of Calistria for centuries. While the goddess herself is depicted as an exemplar of elven beauty and grace, the church knows that attraction is in the eye of the beholder. Many of the church's servants would be considered homely, or downright ugly, by some. To others, the dark, deviant, or otherwise monstrous is what gets their blood bubbling. Which is why, in the private chambers behind the altars to the Savored Sting, it is far from uncommon to hear the crack of a whip just before a mewl of pleasure.

That's ten hail Mary's. This is Mary.

How would such an unusual profession make someone an ideal party member? Well, since you asked...

The Mechanics


Before we get into the hairy issues that can come with the character's story, let's start with the mechanics. Your two background traits should be Calistrian Prostitute (which gives you a +1 bonus on Sense Motive and Diplomacy, making one of them a class skill), and a trait that gives you a bonus to Intimidate. Bully, Viking Blood, and others are an option, and each can give you a unique twist on the basic concept of, "The Hand Who Holds The Whip."

Next, we're going to move onto class. Bard is ideal, since they get the whip as a starting weapon, they benefit from a high Charisma score, they have a huge list of skills including Diplomacy, Sense Motive, Bluff, and Intimidate, and many of their spells can play right into the flavor of this idea. From Charm Person, to Dominate Person, and with spells like Animate Rope, Enthrall, and Hideous Laughter available (yes, tickle torture is a thing for some people), you have a pretty good arsenal at your disposal.

Also, while we're on the subject, you should stop in and take a look at 5 Tips For Playing Better Bards.

Don't knock it till you try it.
 
The question you really need to ask yourself, when it comes to your character, is what's your focus? Because if you're going to focus more on your magic, you'll probably want feats like Spell Focus, Greater Spell Focus, Combat Casting, and the like. A focus on enchantment would likely serve you well. If you would rather focus on using your whip, then you might want to take feats like Whip Mastery, Improved Trip, Improved Disarm, and on in like vein. It's hard to kill someone with a whip, even a scorpion whip if you go that route, but you can force your enemies to fight under seriously negative circumstances, giving you a big bonus. Especially if you pair your attacks with something like Dazzling Display in order to demoralize all enemies within 30 feet.

For more on using Intimidate in combat, you might want to read through How To Weaponize Your Intimidate Check in Pathfinder. It's got some good advice you could apply to this concept.

Playing The Fluff


Despite the existence of sex and sexuality in the world of Golarion, not every table is going to rejoice at what they may view as a sexualized character concept. Even if you subvert the normal stereotype by playing your Calistrian Dom as a male instead of the more usual (and often lambasted) Dominatrix, you may still have some players who are uncomfortable with it. As any good Dom should do, gauge the table, and don't make anyone uncomfortable who doesn't want to be that way.

Some cuffs don't have padding specifically for that reason.
 
Flavor-wise, it's important not to get hung up on the fact that your character is a sacred prostitute. That's part of who they are, and likely a big part as it takes up a whole background trait, but it shouldn't be the entirety of your character. Nor should it be played out like a crass, offensive stereotype. We're trying to play an unusual character here, and we've all seen this done poorly too many times to count.

If you want to make it subtle, then you need to look for opportunities to work it into your performance. For example, if you have hostages that need interrogated, ask for some time alone with them. Make the appropriate checks, and work out a scene with your DM to see what sort of information you get. All the rest of the party hears is the whip crack, the rattle of chains, and other accouterments, but when the "session" is over your captives seem perfectly unharmed. Perhaps a little wrung out, and definitely sweating, but otherwise fine. Also, they've told you everything they know. They might even be your friends by that point, or on the way to considering changing churches.

You could give other, subtle clues to your character's true calling, without blatantly pushing it in the table's face. For example, you have an intense knowledge of rope and knots, and you refuse to carry hemp rope. Maybe you even acquired some fine, spider-silk rope as a gift, and you show off how soft and smooth it is against the skin, while still being hard as steel. Perhaps you know a great deal about leather, manacles, and about caring for wounds. Individually, these areas of know-how aren't suspicious, but when you put them all together, it can lead people down a subtle train of deduction until they discover your ecclesiastical training.

Most importantly, though, remember that this concept is not a free pass to go around demanding other players act a certain way. It doesn't work that way in real life, either. The Dom's job is to get under someone's skin, into their heads, and to play their emotions and psychology like a fine instrument, until that person dances to his tune with no more than a plucked string.

Of course, "Kneel," will always be a viable command for Dominate Person.

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, April 15, 2016

For A Change of Pace, Give Your Pathfinder PC Some Monster Feats

Anyone who's played Pathfinder knows that feats are often the key to an effective character build. Whether you want to smash through an enemy's spell resistance, cut foes in half with a single swing of your sword, or bullseye someone the wrong way through an arrow slit, feats are one of the biggest investments you're going to make.

Which is why it's so funny most players completely ignore the monster feats in the Bestiary.

The what feats, now?
If you've never been behind the screen, in the back of the Bestiary, there's a list of monster feats. These are feats that are typically available only to monsters; things like Awesome Blow, or Snatch which can give creatures the advantage in a fight. However, if you look at this list of monster feats, you'll notice something unique. Put simply, it isn't too hard for PCs to meet the prerequisites for a lot of these feats.

Who Needs Monster Feats?


Adventurers are a diverse lot, and some parties are made up entirely of characters who would be called monsters in most civilized places. The answer to the question, though, is that monster feats are often overlooked tools that can help you accomplish what you're trying to do with a little extra zing.

For example, say you were playing a half-orc with a bite attack (either through the Toothy trait, or by taking the feat Razortusk). You like being able to bite people, but you want more. So you decide to take the monster feat Improved Natural Attack to up your bite damage from 1d4 to 1d6. That's more like it. Then you decide to play a druid, and you take the feat Aspect of the Beast, which gives you 2 claw attacks. Now you have a 1d6 bite, and 2 claws that each do 1d4. But you want to beef them up, too, so you take Improved Natural Attack a second time, so all of them now do 1d6 damage. Now, if you want to fight with both weapons and natural attacks (something I covered in Natural Attacks Can Turn Your Pathfinder Character Into A Monster), you simply take Multiattack so that the penalty to your natural attacks is -2 instead of -5 per attack.

You now have an angry, orcish thresher. And we haven't even started statting out her bear.

Not pictured: The remains of the last encounter this smiling creature wiped.
But are monster feats good for more than just natural attacks? Well, what if your character gains a fly speed? Whether you have it as a racial benefit like a Wyveran, or you get it through a feat like the Bloodmarked Skinwalkers can, feats like Hover or Flyby Attack are great tricks to have up your sleeve if you want to keep the advantage against ground-borne targets. If you've ever said to yourself, "I want to build golems!" then you need to take the Craft Construct feat off the monster feats list.

It's not a small list, either, which is why I'd recommend giving it a long, hard look to see what tasty treats catch your eye, and open up entirely new concepts to you.

Some of My Favorite Monster Feats


I love the monster feats list, especially because it helps me create unique, unusual concepts. Some of my favorites off the list include:

- Scent of Fear: You automatically know the location of enemies within 30 feet of you, you gain bonuses to attacking creatures with a fear condition, and you gain a +2 on Will saves as long as someone shaken is nearby. Excellent feat for all those Intimidation lovers who have the Scent ability (Keen Scent feat will give it to a half-orc... just saying).
- Sow Terror: Anytime you win an opposed Stealth check by 5 or more, you can make subtle creakings and scratchings that worry away in someone's mind. If they fail a Will save, they're shaken for 1d4 rounds.
- Storm Soul: You gain immunity to electricity. This feat requires that you be considered a cloud or storm giant, both of which are humanoid races, and thus you could gain their subtype for prerequisites and effects with the feat Racial Heritage.
- Multiweapon Fighting: This is the feat that replaces two weapon fighting when you have more than two arms.

There are, of course, so many more monster feats that can supercharge a concept. Especially if your DM is allowing you a goblin, a tiefling, or other traditionally monstrous races like bugbears, hobgoblins, and even gnolls. There are no guarantees, but it can't hurt to look at some of those tools that occasionally slide to the back of your box, forgotten, but no less useful.

As always, thanks for stopping in to check out this week's Crunch Section update. If you'd like to help support Improved Initiative, then why not stop by The Literary Mercenary's Patreon page to become a patron today? All it takes to keep the content you love coming is $1 a month. Also, if you haven't done so yet, why not follow me on Facebook, Tumblr, and Twitter so you never miss an update?

Friday, December 11, 2015

The Intimidating Wizard

Before we get started on this week's unusual character concept, I'd like to get some news out of the way. First is an announcement that I'll be doing two character conversions a month, instead of just one, for the foreseeable future. Apparently you guys like them, and I try to keep doing things you like. This month's first conversion was Syrio Forel, the dancing master from Game of Thrones. Who will the second conversion be? Stay tuned to find out, but I'll warn you now, the character isn't from the Song of Ice and Fire series.

The other thing I'd like to bring up is that it's the holidays. If you're really into the giving spirit, I'd greatly appreciate your patronage. Just stop by my Patreon page, and give any amount you're comfortable with. You'd be amazed at how far as little as $1 a month will go, and how much it would be appreciated. And, because it's the season of giving, all of my patrons have the opportunity to get two ebooks from yours truly, no strings attached. Just pledge, and I'll contact you with the titles so you can choose your free gift!

Okay, I think that about covers the big news. So, let's move on to this month's Unusual Character Concept. What do I have for you?

The Intimidating Wizard


So, does everyone remember that scene in The Fellowship of The Ring? The one where Bilbo, in the grip of the ring's madness, started accusing Gandalf of trying to steal it for himself? Gandalf's response, that deep-voiced, booming rebuke, was enough to break the hold of a magic addiction that had been going for decades, and to bring Bilbo back to his senses just in time to stop his bladder from letting go.

Do not trifle with me, boy, or I'll have you vomiting spiders for a month.
 
Because really, when you think about it, why shouldn't wizards be terrifying? They are people who have mastered the arcane secrets of magic, and even a relatively weak wizard is capable of sapping your strength, enchanting your mind, conjuring fire and lightning from thin air, and putting themselves behind invisible barriers of force. That kind of power should terrify anyone who would cross a wizard, to say nothing of the common folk who might see them as something near to gods when they come into their full power.

But as most of us know, Intimidate is a charisma-based skill, and wizards tend to be short on charisma, as well as on skill points. So what is one to do? Well, if you're playing Pathfinder, this should get you started.

The Mechanics


To make this idea work, mechanically, you need to start with your traits. The trait Bruising Intellect is a must-have, since it both makes Intimidate a class skill, and it allows you to use your Intelligence modifier when you make intimidate checks. If you pair that with a regional trait like Viking Blood, or the combat trait Bully, both of which give you a +1 to Intimidate, then you're definitely on the right track. If you want to add a feat like Persuasive to the list, to say nothing of Skill Focus, then you'll start stacking some big numbers in a big hurry.

But what's the purpose of a high Intimidate? Well, when you're not throwing magic around, it can help you open doors and gain information. If you follow the advice of guides like The Bullyboy, you can use it to render enemies flat-footed. Given that your spells are already touch attacks, that's a big benefit for you. Assuming, of course, you're willing to eat the feats that lead you to abilities like Dazzling Display, and higher iterations like Disheartening Display. If you're intending on pursuing that strategy, it's a good idea to take the trait Magical Knack, and dip two levels into a class with a higher BAB and bonus feats, like the Fighter. It may also be a good trick for Magi, or for those who are considering pursuing the Eldritch Knight prestige class.

The Flavor


So who is this wizard who uses his tongue as a weapon? Is he a hulking Ulfen mage, whose mastery of storm and sleet is nothing compared to the cold contempt he brings down on those who earn his ire? Is she a battle caster from Nex, who can dress down soldiers so thoroughly and completely that they wish she'd simply hit them with her magic instead? Or is your wizard an illusionist, who uses tough talk to back up the seemingly impossible things that happen when he's confronted?

All of these are solid options, but they're far from the only ones. For example, a spellslinger who's won a dozen duels might let her reputation do the talking, instead of relying on raw spell power. A learned abjurer might look down his nose at his enemies, his raw confidence that they cannot hurt him enough to make them think twice about trying. The sly necromancer, knowing full well the legends and rumors that swirl around practitioners of her kind, may remind those who stand in her way that death is not the end of things, but merely the beginning of service.

"You there! Open that trapped door!" Urghgazzagl...
 
Of course, the method of intimidation your wizard prefers is just one part of the equation. The other question is why do you rely on browbeating others? Did you develop this habit when you were at university, and you realized that you were so much smarter than your classmates that it was quicker to just bark at them to do what you wanted instead of taking hours to explain your train of thought? Were you born in the gutter, and your brains allowed you to climb to the head of a gang, and you realized that it was only their perception of how smart you were that kept you on top? Did you cow your siblings with the capacity of your mind long before you'd ever cast your first spell?

For whatever reason you chose to use your brain to make people more compliant, and to strike terror into your foes, you should ask when the character started, and how it shaped the way they cast their spells. Perhaps an evoker with a flare for the dramatic (pun intended) builds up his spells before casting them, relying on the ignorance of those on the receiving end to have no idea what it was he cast, and how he cast it. A transmuter may use big, sweeping gestures to add a touch of theater to her spells, as if the reactions of those she touched weren't impressive enough.

Is intimidate just another tool in this wizard's toolbox, or has it become so much a part of them that magic is similar to a sword; scary, even if it isn't going to be used to hurt someone?

And, if you're looking for more inspiration, you should 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!

Tuesday, September 9, 2014

MORE Rules Pathfinder Players Keep Forgetting

In late June I published a list of 5 Rules Pathfinder Players Keep Forgetting, and the response to it was amazing. Forums were exploding with a buzz, and everyone was clamoring about other rules that got left off of the list. I took careful notes, and I decided there were so many that I had to come back and write a continuation to the original list. In fact, this series has been going on so long I now need to include the full list of entries on rules players have been overlooking, forgetting, or just plain don't know.

Playing By The Book: Some Pathfinder Rules That Players Keep Forgetting
MORE Rules Pathfinder Players Keep Forgetting
Even MORE Rules Pathfinder Players Keep Forgetting
Still More Rules Pathfinder Players Keep Forgetting
- 5 More Rules Pathfinder Players Keep Forgetting

So, that said, here's some more rules you likely forgot all about...

You Need Cover or Concealment to Use Stealth


You're going to need to do a little better than that...
I've lost track of the number of games I've played where a character is so specialized in stealth that a pin drop would seem like a gunshot compared to his footsteps. Hell, I've written a character build article for how to do this very thing right here on this blog. But even if you are silent as death and stealthy as a shadow, that doesn't change that you can't just roll a stealth check and become invisible.

Page 106 of the Core Rule Book outlines how the stealth skill works. Basically if anyone is observing you with any sense (sight, smell, hearing, etc.) then you cannot make a stealth check. Period. If you want to try and pull a Batman then you first need to make a bluff check, and then you can move to a place where you have cover and attempt a stealth check at a -10.

Short version; stealth is a skill, not a spell. Unless you have some class ability like hide in plain sight, or a feat like hellcat stealth (Cheliax, Empire of Devils) then you had better be able to move from rock to rock like a special ops soldier if you want to sneak up unseen.

Anyone Can Find Magic Traps


One of the strangest arguments I've come across from storytellers is that, in their games, rogues can't find or disable magical traps unless they have levels of some kind of spellcasting class. Despite the very clear language of the trapfinding ability these storytellers refuse to allow one of the signature abilities of the rogue class to come into play if they haven't dipped at least one level in wizard or sorcerer.

It must hurt to know they're double wrong.

Everybody chill out... I got this.
Page 417 of the Core Rule Book makes no bones about the fact that anyone can find traps both mechanical and magical. The basic DC for finding and disabling a mechanical trap is 20, and raising or lowering that DC changes the CR of the trap in question. When it comes to magical traps the base DC for both spotting and disabling the trap is a DC 25 + the level of the highest spell used in the trap. Only those with the trapfinding class feature can attempt to disable these traps using the disable device skill, but there's no word on whether or not wizards can disable these traps or not. Anyone, from the eagle-eyed barbarian to the overly-observant bard can perceive them, though.

Yes, You Can Take Multiple Archetypes For The Same Class


One of the best things that Pathfinder introduced starting with the Advanced Player's Guide was the idea of class archetypes. Rather than re-inventing the wheel by creating dozens of new base classes, or stuffing the world with prestige classes (a big complaint toward the end of Dungeons and Dragons 3.5), Pathfinder introduced archetypes that replace some of a class's old abilities with shiny new ones that allow them to be better at certain things. The Titan Mauler is good at fighting big enemies, and loses some signature barbarian abilities, the Holy Gun creates a black powder paladin, but strips away some of the raiment of a knight in shining armor... you get the idea.

Yes you can take more than one archetype for the same class.

It's the only way to explain this, really.
The caveat for this rule, found in the Advanced Player's Guide is that you cannot take two archetypes that replace the same ability. So you could take Thug and Bandit, two rogue archetypes, because they replace different abilities entirely. On the other hand you can't take an armor master and a brawler (the fighter variant, not the Advanced Class Guide class), because both of these archetypes replace weapon training 1.

Yes you can double dip. No you can't do it with the chip you've already finished eating.

Activating A Magic Item is a Standard Action


This is one of those sticky rules that players think they know, but often forget key pieces of. For instance, we all know that using a scroll or activating a wand is a standard action. But what about activating your flaming sword? Or sheathing your frost mace in arctic chill?

Yep, still a standard action.

Terrifying the locals remains, however, a free action.
Lots of players tend to forget that everything takes time. Yes it's cinematic for a fighter to growl a word in ancient celestial to light his burning sword, but it's good tactics to go into the stronghold of evil with your big guns cocked and locked. It also cuts down on grousing about wasted turns if you take care of all your command-word activations before the DM calls for initiative.

Combat Maneuvers


Combat maneuvers are those tricky things that most players eschew until they come up against a situation where they would be really useful (sundering the enemy's nearly impenetrable armor, hammering the poisoned knife out of the assassin's hand, grappling the escaped prisoner you want to take alive, etc.). While any character can attempt these maneuvers (though they draw attacks of opportunity if you don't have the improved name of combat maneuver feat), there's a lot of confusion about them.

So I make an opposed strength check now... right?
Firstly it's important to remember that some combat maneuvers can be done as a standard action, and some combat maneuvers simply replace an attack. Disarm, sunder, and trip can replace attacks (including those in a flurry of blows, or those being used by a two-weapon fighter), whereas bull rush, overrun, grapple, dirty trick, steal, and reposition all take a standard action. Of these standard actions, only a bull rush or an overrun may be used as part of a charge. You will roll a 20 and add your CMB (combat maneuver bonus), and if you beat the CMD (combat maneuver defense) of the enemy then congratulations you have successfully pulled off the maneuver.

Secondly you don't need to charge to use the bull rush combat maneuver. You can charge (Core Rule Book 198), and if you do you get a +2 to your bull rush maneuver, but you can perform the maneuver while standing entirely still.

Bluff, Diplomacy, and Intimidate Are Not Mind Control


The bonus 6th rule of this set, at the risk of repeating myself, is that lots of players tend to forget skills are not more powerful than spells. Any character can have a skill and build it up to a robust number; only certain classes get spells. It's for that reason that yes a bard can talk a mean game with her silver tongue to try and sweeten up a guard to let the party past, but if he she really wants to make the guard do something then it's going to take a command spell or a similar effect to force the guard's hand.

Why? Because you can have the most reasoned, appealing argument in the world, but some people won't care because they're bigoted, prejudiced, distrustful, or they just don't like you.

Sorry honey, I only listen when men are talking.
According to the descriptions of these skills (all of which are found in the skills chapter of the Core Rule Book) bluff can be used to convince people of the truth of a believable lie, diplomacy can be used to increase a creature's attitude toward you by up to two steps, and intimidate can be used to force a character to act as if it were friendly toward you for a few minutes before reverting to unfriendly.

What can't you do with these skills? You can't convince the goblin that he's actually an ogre, you can't suddenly persuade the paladin that his oaths don't matter, and you can't intimidate someone into betraying a sworn ruler if that person has ironclad loyalty. You most certainly cannot just get into someone's pants because you rolled a really high number on a social check. Basically you can't just roll a die and then take control of another character's decisions and responses, no matter how many levels you beat the DC by.


For those who have rules that are constantly forgotten at your table please leave them in the comments, or email them! Thanks again for dropping by Improved Initiative, and if you'd like to follow me then type your email into the box on the right, or stop by my Facebook and Tumblr pages. If you'd like to support this blog, and by extension me, then like this post on FB by clicking the box on the upper right, leave a tip in my "Bribe the DM" button on the right hand side, or stop by my Patreon page and become a patron today!