Showing posts with label orc. Show all posts
Showing posts with label orc. Show all posts

Sunday, November 19, 2017

De-Coupling The Idea of Race And Nation in RPGs

There is a particular trope in science fiction and fantasy that shows up a lot at our gaming tables. Chances are you've seen it, especially if you're a fan of a Tolkien-style setup. The way this trope works is that a particular culture (typically a non-human one, but human neighbors are not immune from this trope) is set up as having a particular thing that's noteworthy about them. You know, like how all Klingons (space orcs) are heavy metal tribal warriors, and how Vulcans (space elves) are aloof, logical, and tend to be generally better than humans at everything.

You know, like how ALL noblemen are inherently better than commoners.
Whatever the thing this race/culture/etc. is good at is referred to as their hat. It is immediately recognizable, completely unique, and every member of that population has it. And it's just fine for a generalized shorthand... but it sort of falls apart once you start interacting with people on an individual basis.

Things Get Better Once You Take Off The Hats


Fantasy games, especially games like Pathfinder, are loaded with hats. Having elven and orc as languages is a primary example. While we can largely blame Tolkien for it, the idea that all members of a given race inherently speak one language (except humans, of course, because humans are all different) is kind of ridiculous. Ditto the racial proficiency benefits that allow gnomes or dwarves to just naturally be good with certain weapons. Even if they come from parts of the world where those weapons would be improbable, unwieldy, or just not as useful. The biggest offenders, though, are when characters treat their race as the equivalent of a nation. Like there is only ever one culture, and one norm, and every member of that race you encounter will be aware of that culture, and those norms.

Here, I'll let Trope Talks explain the ins and outs of this one.


Got it? Lovely!

So how do you take off your character's hat? Or the NPCs' hats, if you're the DM? Well, the easiest way is to de-couple the idea of race from the idea of nation, and to introduce nuance and variety.

Adding Depth Always Helps


I hit on some of this a while back over on The Literary Mercenary with my post Tear Down The Monoliths, but that was meant more for writing than for gaming. So how do you introduce more depth and nuance into an RPG setting in order to avoid the idea that (except for PCs and the occasional important NPC) all members of a race, culture, etc. are more or less the same?

Well, the first thing you should do is de-couple the idea of race (the people) with the idea of nation (a physical location with specific borders). If you ever have an entire country that's made up strictly of only one kind of creature (the reclusive elven kingdom, the swarming orc horde, etc.) ask why? Because a small group of creatures, say a mostly nomadic tribe or even a small town, could easily remain homogeneous. Especially if they're self-sufficient, and have minimal interaction with outsiders. But in order to grow, they'll require a lot of resources. That typically means there will be trade, diplomatic relations with their neighbors (including war), and it means that people will want to come to be a part of what's being created. So the bigger a nation is, and the more land it brings together, the smaller the chances are of it being completely (or even mostly) homogeneous.

That is not to say that creatures from a given area don't share a culture. They absolutely do, even if as individuals they don't share all the same values, desires, goals, etc. But that area should influence who a character is in order to avoid playing into the excuse of the hat. For instance, you're playing a elf from Hardhome, so of course you're good with a longbow. So are many other folks there; archery is the nation's official national past time. So you're a dwarf who favors a hammer, eh? Well, yeah. When you were part of the Hilltop Guardians, you were a breacher. It was your job to batter down the door so your teammates could rush into the gap and capture criminals.

In short, make what you do about how you were raised, and where you're from, instead of using the excuse, "Well, I'm an X, so I'm just naturally good with a Y."

Another good step to take is to come up with alternatives to racial languages. It's more work on the DM's behalf, but try breaking them up into different dialects across the world. Yes, the Granite Kings popularized the characters and style of the Horrang language (snidely referred to by some as high-dwarven), but as the empire branched out, and citizens went to other parts of the world, it broke off and changed. Used mainly among scholars, and certain isolated pockets of the region, the language isn't dead, but it is rarely used in the everyday anymore. Make it clear that languages for other races are the same as for humans; they grow, they change, and they spread, becoming more or less common depending on trade, prominence of the home nation, the spread of its people, etc., etc.

This has the side benefit that skills like Linguistics, and magic like Comprehend Languages, become even more useful for those who invest in them.

Lastly, take the time to show players that given races and cultures aren't monoliths in your setting. Show NPCs as individuals, who may adhere to some of these sweeping generalizations, but not to others. Have a gnome who is calm, and difficult to excite, but who can fixate on objects of curiosity with an intensity that marks him as a genius in any field he chooses to enter. Give us a half-orc who uses his inherited strength and toughness to become a champion athlete, and who speaks out about non-violent solutions to the problems the world faces. Give us an elf who's damaged and volatile, who's seen hundreds of companions die of wounds and age, and whose unsurpassed skill on the battlefield is just as much a curse as a blessing as he forgets there is a way to live without a sword in his hand.

If It Ain't Broke, Don't Fix It


This is, of course, assuming that having a nation or planet of hats is an issue you've had at your table. Some games work perfectly well when they lean on this trope. Especially if it's a way to make an entire group of creatures irredeemable, so no one raises the issue of whether it's morally acceptable to slaughter the bad guys wholesale. However, if you like the idea of mixing up the formula, and jettisoning hats that, while functional, can make parts of the game world feel stilted and shallow, it's often a good idea to follow that impulse.

That's all for this week's Fluff post. If you're in the market for even more gaming content from yours truly, why not check out my Gamers archive, or head over to Dungeon Keeper Radio to check out some of the episodes I have the privilege to be part of? If you want to stay up-to-date on my latest releases, follow me on Facebook, Tumblr, and Twitter. Lastly, if you'd like to support Improved Initiative, head over to The Literary Mercenary's Patreon page to become a patron. $1 a month makes a big difference, and gets you some sweet gaming swag as a thank you!

Saturday, April 8, 2017

A Dwarven Raised Drow? Yours For The Asking, With The Adopted Trait!

In Pathfinder, every character gets two background traits. They give you little, mechanical bonuses, but they're also supposed to represent your character's unique history. If you have Viking Blood, for instance, then it traces your heritage directly to the Land of The Linnorm Kings. It also gives you a +1 bonus on Intimidate checks, and makes Intimidate a class skill for you. Reactionary represents someone who has lived a life on the edge of violence, and it gives you a +2 bonus on Initiative checks. One of the most unusual traits in the game, though, is called Adopted.

In short, Adopted says you were raised by a race not your own. The benefit is that you can immediately choose a race trait you normally wouldn't have access to because you are not a member of that race.

Belkar always knew there was something different about his big brother. He could never put his finger on it, though.
 
That benefit is fun, but there is another advantage to this trait; it gives you a probable explanation for unusual races being found outside of their typical haunts. Even better, though, it lets you explain why you have a member of a particular race that just doesn't seem to fit their usual mold.

A Halfling Village Raised WHAT!?


We know halflings as open-minded, kindly, neighborly folks. They like their food, their pipe weed, and a fairly simple life. While not all halflings we know fit that Tolkien stereotype, imagine an idyllic village that does. There are small-sized lanes, small-sized farms, and homes built right into the rolling landscape. But at the end of the village, there's a huge hill that's been hollowed out. More of an artificial cave, it's made of raw timbers, and huge stones that dwarf the rest of its neighbors.

And sitting on the porch, a thumb tucked behind his suspenders and his pipe in his mouth, is Boram Broadback. And while he might dress like his neighbors, talk like his neighbors, and act like his neighbors, it's pretty clear he isn't like them in a significant way. Boram is a bugbear.

Annalise! It's eating your last serving platter!
 
While Boram still has violent urges, and he was a rowdy child, the patience and caring of his adopted parents, along with the value the village placed on his sheer size and strength, turned him into a chaotic good character who values friendship and community as much as a barrel of ale, and a thick haunch of beef. As well as a chance to crack skulls, when necessary.

This sort of scenario is a great way to justify your unusual PC race, and to make something that isn't bound by the conventions of a given race's culture. For example, say you want to play a drow. Was this drow raised by surface elves, who cultivated her like a tree to make sure she didn't grow in certain directions? Or was the drow raised by dwarves, and thus took on their characteristic brusqueness while also learning their values and industrial talents? Perhaps you want to play an ogre. Were you taken in by a group of human soldiers who raised you as their unit mascot until you eventually grew into a capable fighter on your own? Or were you taken in by a traveling family? Perhaps raised by a witch who made you his surrogate son?

If you're interested in unique story, it's also important to remember that more common races can also be adopted into uncommon situations. For example, you might want to play a human raised by orcs, creating a kind of Tarzan situation where the wayward child has to compete with an adopted family who is bigger, faster, and stronger than he is. This might lead to him becoming superhuman by the standards of most average people. Or, say you were a gnome adopted as a kind of pet by a drow household. Your value as a trickster, and a spy, could completely alter that gnome's views and understanding of the world, in addition to granting them a unique racial trait.

Make Something That Fits Your Game


Perhaps the most important thing to remember when contemplating the possibilities of the Adopted trait, and the associated stories it could bolster, is that you need to make a character for the game you're playing. For example, the drow raised by dwarves would fit quite well into a game that will go to the Darklands. You might even be able to pull a reverse Old Testament and reveal that this drow is a long-lost child of a powerful noble house.

However, that's a situation where your peg can be tailored to fit into a round hole with the party. If you can't cut the corners off a square peg, though, then set the concept aside, and wait for a game where it would make more sense. At the same time, though, don't be afraid to shake up the traditional formula. Just because classes and races have certain archetypes associated with them, that doesn't mean you can't blaze your own trail.

That's all for this week's Fluff installment. If you want to make sure you don't miss out on any of my future updates, follow me on Facebook, Tumblr, and Twitter! Lastly, if you want me to keep producing great content just like this, consider becoming a patron of mine. Head over to The Literary Mercenary's Patreon page, and pledge at least $1 per month. This helps me keep the train rolling, and it will get you some sweet swag to boot!

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?

Saturday, April 2, 2016

The Savage Wizard

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

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

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

 

Not All Wizards Are Wizened


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

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

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

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

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

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

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

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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.

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Friday, March 18, 2016

Natural Attacks Can Turn Your Pathfinder Character Into a Monster

The party has battled its way through the blighted forest, scaled the cliffs of the blackened reach, and now finds themselves in the den of Flame Breaker, the ancient red wyrm. The adventurers manage to survive the great beast's breath, but those who rush in foolishly find that the dragon has other, more personal weapons at its disposal. After two claws, two wings, a bite, and a tail slap, those members of the party who aren't dead are going to spend the rest of the round ducking for cover and trying to heal.

Should have brought your A-game, my tiny morsels.
While the sheer array of natural attacks a dragon can rain down on a party is impressive, it's far from the only monster in the manual that gets so many powerful strikes. What a lot of players either don't know, or totally forget about, though, is that natural attacks aren't a toy reserved for the DM. You can add them to your character, as well, and often to truly devastating effect.

What Are Natural Attacks (And How Do They Work)?


Since we're crossing into territory a lot of players never enter, let's begin at the beginning. A natural attack is when a creature has some variety of natural weapon they can attack with. This might be a bite attack for a wolf, or a slam attack for a golem, a gore for a minotaur, you get the idea. All the different types of natural attacks, and their damage by size, are listed in the Universal Monster Rules.

With me so far? Good.

There are also two types of natural attack; a primary, and a secondary. A primary natural attack is made with the creature's full base attack bonus, ability modifiers, feats, bonuses, etc. just like a regular attack would be, and it adds the creature's full strength modifier to damage. If a creature only has one natural attack, it is considered a primary attack, and it adds 1 1/2 times its strength modifier to damage. A secondary attack is made with the creature's base attack bonus -5, and only adds 1/2 the creature's strength modifier to damage.

So bite is good?
Some of you are probably nodding along, but you're not sure where this is going. Sure, getting to add 1 1/2 your strength on a bite attack is great, but your bite only does 1d4 points of damage, and you could swing a greatsword to much bigger effect.

Remember the dragon example above? All creatures with multiple natural attacks get to take all of them as part of a full-attack action. No matter what level you are.

Time For Some Examples


All righty, let's reach for some low-hanging fruit. Let's say you're playing a 2nd level alchemist, and you take the feral mutagen discovery. This grants you a bite attack that deals 1d8 damage, and 2 claw attacks that deal 1d6 damage when you imbibe your mutagen. All of these attacks are listed as primary attacks. So, even though you're only level 2, you can claw, claw, bite as a full-attack action, with each attack getting your full bonuses, tearing someone to shreds like Lon Chaney on crystal meth. Not only that, but natural attacks can be modified by feats like Weapon Focus, Weapon Specialization, Power Attack, etc.

But wait, there's more!
You're probably thinking sure, natural attacks sound pretty cool for lower-level stuff, but once I get a magic weapon they just aren't going to keep up. Hold onto your hats, folks, because you don't have to choose between your iterative attacks (the ones with weapons we're all so familiar with) and your natural attacks.

You see, you can choose to make a full-attack action using both your iterative attacks, and your natural weapons. The only catch is that, when you do this, all your natural attacks are considered secondary attacks.

How does that work? Well, let's say you're playing a level 2 barbarian with the Lesser Fiend Totem Rage Power. This means that, when you Rage, you grow a pair of horns, and gain a gore attack with them. But, because you raided a sweet dungeon, you also have a flaming greatax. No problem! First, you take your regular attack with the greatax, adding your full BAB, bonuses, etc. Then you take your attack with your horns. They're now a secondary attack, instead of a primary, so you subtract 5 from your total.

There is a caveat here, though. You cannot make natural attacks with a limb that is holding a weapon. So, the alchemist we mentioned earlier could swing a mace, then take a bite, and a claw attack, both as secondary attacks, if he wanted to, but he can't make two claw attacks because one of his hands is holding his bludgeoner. Make sense?

Of course, this can get really crazy when you start playing a brawler or a monk, and your character has several natural attacks as well. A brawler with a bite attack and two claws, for example, could declare his iterative attacks are kicking his enemies, and then he could take his three natural attacks, albeit as secondary attacks, to become a whirlwind of death. Or when you have a tiefling who's a two-weapon fighter, who also gets a gore attack, and two hoofs because of his goatish inheritance.

The Limitations of Natural Attacks


Before you get too excited, putting together a half-human, half-beast death machine, it's important to remember that natural attacks have limits in what they can do. For example, lots of spells that grant weapon bonuses do not grant those bonuses to natural attacks. When you buy magical enhancements, you'll need to get an amulet of mighty fists in order to add magic to your strikes. Additionally, you may need to eat up several feat slots taking things like eldritch claws or improved natural attack and multiattack (the latter two are found in the Bestiary under "Monster Feats") in order to make sure your attacks keep pace with the monsters you're fighting.

Whatever they happen to be.
It is important to remember, though, your natural attacks aren't something that can be disarmed, and you always have them with you. Also, they benefit from class features like favored enemy, smite, and sneak attack the same way any other weapon would. So if using a lot of natural attacks is something you want to do (especially in conjunction with two-weapon fighting to get all the attacks in), you might want to see how you can turn your body into a weapon.

Some Ways You Can Get Natural Attacks


For those of you who've read this far who are wondering how to make natural attacks a part of your character, there are a lot of ways you can acquire them. Here are just a few of the more common ones you won't have to beg your DM for too hard.

- Rage Powers: Powers like the lesser fiend totem, beast totem, and animal fury grant you natural attacks while raging (gore, claws, and bite respectively). It's also worth noting that the greater beast totem grants you pounce, which could be a nightmare for anyone caught at the end of your charge attack.

- Mutagen: The feral mutagen mentioned in the example above is another great way to get a full bevy of natural attacks. If you're planning on taking levels of Master Chymist, it also allows you to hit harder, and hurt more, with those natural attacks.

- Class Features: Several sorcerer bloodlines grant natural attacks for a certain period of time at lower levels. Draconic sorcerers, or those who take levels in Dragon Disciple, will gain claws and a bite for a certain amount of time during the day. Druids who use their wild shape will gain the natural attacks of the creatures they become. Rangers can choose to take the natural weapon fighting style, which doesn't grant natural attacks itself, but it does give you access to feats which do, like Aspect of The Beast.

- Racial Features: This is where most natural attacks come from, because to have them all the time you've got to be born with them. Races that gain natural attacks, or have the option to gain natural attacks include orcs and half-orcs (bite), catfolk (claws), tieflings (variety of natural attacks, with racial feats), skinwalkers (bite, claws, or gore, typically), Tengu (bite, and sometimes others), and goblins (bite). There are other available races that get, or can get, natural attacks, but these are some of the more common ones.

- Magic Items: Though not common, there are some magic items that grant natural attacks. The Demon Hand, in particular, grants you a natural claw attack that's one size category bigger than you. The only requirement is that you have to replace your hand with a demon hand. This was one of my favorites mentioned in Replacing Lost Limbs With Magical Prosthetics in Pathfinder.

- Feats: There are a lot of feats that grant natural attacks to certain races or classes. Aspect of the Beast lets druids gain natural attacks, while Razortusk gives orcs and half-orcs a bite attack if they swapped out the racial feature.

For those who've been missing my long-winded crunch lists, hopefully this week gave you plenty to chew over. If you'd like to help support Improved Initiative, then why not drop by The Literary Mercenary's Patreon page to become a patron today? For as little as $1 a month, I  can keep the faucet open, and the flow coming straight to you. Also, if you haven't started stalking my updates yet, why not follow me on Facebook, Tumblr, and Twitter?