Showing posts with label paladin. Show all posts
Showing posts with label paladin. Show all posts

Friday, June 17, 2022

Tips For Unarmed Fighters in Pathfinder (Who Aren't Monks or Brawlers)

Those who fight with their fists, feet, and foreheads are a staple of fantastical tales. Most of us who want to embody someone who treats their body like a weapon will go to either the monk, or the brawler. However, there are times you don't really feel either concept truly embodies what you're going for... but building an effective unarmed fighter outside of those two classes can seem overwhelming.

The following tips don't encompass everything in the rules. They are, however, some useful places to start if you're looking for good ways to start stacking the numbers in your favor.

And they come in a lot of shapes and forms.

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First, What Are Unarmed Strikes?


First things first, it's important to note that all characters are capable of making unarmed strikes. They deal 1d3 damage, if you're a medium creature, and the damage is nonlethal unless you either take a penalty to that attack, or you have a feature that allows you to make your unarmed strikes lethal (such as the Improved Unarmed Strike feat). Unarmed strikes provoke attacks of opportunity from armed opponents without a feature that negates this. Unarmed strikes are light weapons, and the damage they deal is considered weapon damage for any features or abilities that increase weapon damage. That may be important for later, so tuck that away.

Also, consider these.

It is important to remember, as well, that attacks with gauntlets are still considered unarmed attacks. The only advantage they offer is that they allow you to deal lethal damage with your strikes, and later on they provide a convenient place to put a weapon enchantment (or to get metals like mithril or adamantine) to increase the damage your unarmed strikes are dealing.

Consider that a bonus tip! Now, let's get started.

Class Features


The bread and butter of any unarmed fighting build is going to be in the class features you choose to utilize. However, there are a lot of different options on the table that should be considered, depending on the approach you want to take.

Boot to the head, you say?

One of the first options that presents itself is the fighter. Because while the fighter may not gain bigger and bigger damage dice like a monk or a brawler, they do gain bonuses to hit and damage with their favored weapons (which can be unarmed strikes, gauntlets, and other weapons from the close group). So while the 1d3 damage die wouldn't change, that might not matter so much if you're stacking favored weapon damage onto it, along with your Strength modifier, and other bonuses from feats, magic items, spells, etc. If this were an option one wanted to pursue, I'd recommend the brawler fighter archetype (as opposed to the brawler hybrid class), as it gives you bonus attack and damage with your unarmed strikes, but it also allows you to penalize opponents in your threatened area, without making you trade in the defensibility of heavier armor.

Those who want to embrace dirty fighting in its truest form can use the sneak attack or sudden strike class features. The most common classes who get this are the rogue and the ninja (for those who are willing to deal with less-than-full BAB progression), and the slayer (for those who want a full-BAB precision fighter). While sneak attack won't apply to every strike, good positioning, proper use of abilities (like feinting against your foes), and other strategies can let you rock an enemy with a single kick. After all, your unarmed strike damage die is still 1d3, but when you're throwing 4-8d6 along with it, that doesn't matter quite as much.

The vigilante offers several devastating abilities one can use to increase the damage done when fighting unarmed (some of which we see in The Silver Raven Chronicles). Fist of The Avenger adds half an avenger vigilante's class level in damage to unarmed strikes (up to a +5 at level 10), or those made with a gauntlet. Lethal Grace is particularly useful for those who wish to fight with Weapon Finesse, but which still need extra damage dealt by their blows. Stalker vigilantes, of course, receive their own version of precision damage, which can make every blow devastating to their targets.

Keep in mind that spellcasters can incorporate unarmed strikes into their spells. As I mentioned way back in Playing By The Book: Some Rules Pathfinder Players Keep Forgetting, any spell that allows a touch attack may be delivered via an unarmed strike instead. However, it's no longer a touch attack at that point. That's a dangerous place for a wizard or a sorcerer to be, but it might be a solid place for a magus. It may be even better for a warpriest (whose damage die goes up as long as they have Weapon Focus for their unarmed strike), or even a paladin (with their smite damage and full BAB), as they can also add additional enchantments and bonuses to their blows (or to a gauntlet, should that be required).

Lastly, consider the swashbuckler. Their abilities are focused on using light or one-handed piercing weapons, and an unarmed strike normally deals bludgeoning damage. You could add a cestus or spiked gauntlet to overcome this issue, but both of these are weapons in their own right. However, there are feats like Snake Style (level 3) or Boar Ferocity (level 6) that you can take in order to deal piercing damage with your unarmed strikes. While not an ideal build option, this would allow you to get the benefit of your Swashbuckler's Finesse, Precise Strike, and other class features.

Feats


Feats are another important component of most combat builds, and an unarmed fighter is no different. While only dealing 1d3 as your base damage die might seem pathetic, keep in mind that it's really about how many other bonuses you can stack on top of it.

Trust me, you'll hit like a ton of bricks!

- Power Attack or Piranha Strike: Each of these feats lets you take a penalty to attacks for bonus damage on hits. Use the first for Strength, the second if you're going full Dexterity in combat.

- Weapon Specialization, Improved, and Greater: For those who have the ability to take these feats, they can stack a lot of damage onto your strikes. Especially if you're also adding precision damage from Precise Strike, or from Weapon Training as a fighter.

- Accomplished Sneak Attacker: If one multiclasses, or simply doesn't have the full benefits of sneak attack, this feat can add an extra 1d6 of damage to every time you deal this precision damage.

- Heavy Hitter: Technically a trait and not a feat, it still adds +1 damage on unarmed strikes.

- Boar Style: This style allows you to add 2d6 bonus damage whenever you hit an enemy with two unarmed strikes in one round.

- Two Weapon Rend: Deal a bonus 1d10 + 1.5 times your Strength modifier when you hit an enemy with your primary and off-hand weapon once per round. Best used with a two weapon fighting build, as this feat has several prerequisites, including a BAB of 11.

These are just a handful of options for dealing additional damage with unarmed strikes, but they can stack a lot of damage onto your blows... especially when combined with your class features!

Final Thoughts


There's enough variety in abilities and strategies that not everything is going to overlap. Some spells, like magic fang might be useful for you, and you might choose to seek out an amulet of mighty fists to ensure you have a way to enhance all your strikes. You might choose to grab an enchanted gauntlet with the glamered enchantment so it looks like you just have simple gloves on before you slam an iron fisted uppercut into someone's jaw. Belts that improve your physical stats, hand wraps that boost your damage output... there's all sorts of spells and enchanted items that may come into play. Sometimes they work on unarmed strikes, sometimes they expressly don't, and getting a full list of those will probably be its own, separate post.

However, the ability to hit harder, and to deal elemental damage, holy damage, etc., is where even a hard strike is going to turn into a serious weapon. Choose your magic items wisely, but remember that even without them you should still be able to pack a pretty solid punch. Or kick. Or headbutt.

And just in case you need even more...

Lastly, if you're looking for some extra wooge to add your unarmed fighters, consider some of the options I presented in Sellswords of Sundara recently! While there is a monk option for batting aside everything from swords to spells, there's 9 other martial archetypes ranging from the Widowmakers and their ungentlemanly forms of warfare, to the Gray Blades who've seen everything war has to offer, and done most of it at least twice. Check it out, and delve in for yourself!

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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.

Saturday, May 22, 2021

A List of Ways To Become Immune to Fear in Pathfinder

There are few things as frustrating as fear effects in Pathfinder. While being shaken is irritating, if you get the frightened or panicked condition, all of a sudden your hulking brute or lifelong mercenary just tucks tail and runs from the fight. Most players I've shared a table with would rather have their characters bleeding out and dying than being forced to flee, because at least then getting sidelined would mean they went out fighting. And fear effects are just littered throughout the game, coming in the form of auras, monster powers, spells, and more, so this is something you're going to have to deal with a lot in basically every campaign you play.

And while there are plenty of ways you can get a boost to saves against fear effects, there's a 1 on every die. So if you're looking for some unique ways to get your next character completely immune to fear, I'd recommend trying out some of the following tricks.

Yes, yes, Aura of Dread, all that. We doing this or not?

For folks who are wondering, this may or may not have been part of the research for the guide that will be the follow up to my Imperial Commissar conversion that I posted a few weeks back. If you want to make sure you don't miss out on all that nonsense, the consider signing up for my weekly newsletter to ensure all my freshest releases go straight to your email!

Lastly, I'm sure this is far from a complete list given the amount of content out there. So if I missed something, make sure you toss it in the comments!

Class Features


The most common way for characters to gain immunity to fear is with 3 paladin levels. However, that class is by no means a universal fit for folks who don't want to deal with fear effects, but who may not necessarily want to maintain that LG alignment requirement. Or play a partial caster.

The land and title is nice, but I'm really here to face my fears.

For those who want to stay away from a lawful alignment, the barbarian has the rage power fearless rage, which does just what it says on the tin. Sadly it requires you to be level 12. However, for earlier levels you could take the feat Bear's Balance. This allows you to start raging whenever you'd fail a save against a fear effect, essentially allowing you to hold it at bay as long as you've still got Rage rounds left to burn, which is a pretty snazzy trick.

There are also a few options in the cavalier class. The ghost rider (an archetype that gets to summon its own phantom mount as well as a gaze attack, making it my basis for my Ghost Rider character conversion) gains immunity to fear at 3rd level, which is on par with the paladin. There's also the standard bearer archetype, whose banner grants everyone fear immunity... but at level 20. Sadly that's probably never going to really come up as most games don't even go that high.

And for those who want to try out an inquisitor, the Valor inquisition gives you fear immunity at 8th level. Still a bit of a wait, but definitely early enough to still have plenty of juice left in it.

If your GM allows you to bring 3rd party stuff to the table, you could try out the knight from Adventuring Classes: A Fistful of Denarii. It gets fear immunity at level one, which is all kinds of sexy. There's also the Order of The Flagon for cavaliers in Flaming Crab's Cavalier Orders, which gains immunity to fear whenever the cavalier issues a Challenge.

Alternatively, if you look at my own supplement Cities of Sundara: Moüd you'll find the Deathstalker archetype for slayers, which also grants immunity to fear at level one. Just something to think about if you're looking for another reason to check out my Sundara setting!

Magical Solutions


While I came across a lot of magical options that granted bonuses against fear, or which did things when you succeeded on a fear effect, there weren't that many that actually flat out gave you immunity. However, the ones I did manage to find are as follows.

I know, I figured there would have been more, too.

The grim helm, found in The Dead Roads, is one of the main ways I found to give one immunity to fear. It has the negative that you can't gain morale bonuses as long as you wear it, but it can also suck the morale bonuses out of people near you, so that's an added plus. It does cost a whopping 48k gold, though, so it may not be worth all that effort.

In addition, the spell Blessing of Luck and Resolve, taken out of the Advanced Race Guide, grants a +2 bonus on saves against fear, or makes you immune to fear if you already possess the fearless trait (read: you are a halfling). Another option, for those who didn't opt for the small sized race, is Litany of Defense out of Ultimate Combat. This spell doubles any enhancement bonus on your armor, and renders you immune to fear. If you're not a paladin, antipaladin, or inquisitor, though, you'll probably need to get it in a wand.

There's also, as one reader pointed out, greater heroism. Not sure how I missed that one, but it's one of the "easier" methods to get... it is a 5th or 6th-level spell slot, though, so keep that in mind when you prepare it. You could also grab the Padma Blossom (another suggestion by a reader), which costs 8k gold, but honestly is pretty great. Bonuses to concentration, twice per day cast calm emotions, and it suppresses a bunch of effects in addition to fear.

Miscellaneous Solutions


There are two other solutions I've come across for the problem of fear, and rendering it a moot point. The first, and arguably the one that will be the hardest to get most GMs to agree to, is to let you play an android. Fear is one of the many things they just don't have to deal with. At all.

What... is... fear?

The other useful option I found is the feat Stoic. While not a perfect solution, since it forces you to make the initial save against fear, it states that you are immune to any other fear effect from that source for 24 hours after making that initial save. So, while useful against things like auras that require you to make constant saves, this feat isn't a very useful solution when it comes to things like a one-time spell effect. Still, it's a +1 bonus in addition to the post-save immunity, so it's not going to be wasted if you think you're going to be in a lot of situations where you're going to have to cope with things that require you to keep your cool.

Another interesting combo a reader shared was by combining the feats Nameless One and Masked by Fear. It's a pricey combo, and doesn't technically make you immune to fear, but it means you can only be shaken rather than frightened or panicked, and that's good enough for my purposes! Especially since this is the trick I opted to use in my Death Korps of Krieg character conversion for Warhammer 40k!

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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.

Saturday, April 10, 2021

The Farm Boy Paladin

"Every one of you will bow your heads," the snarling figure in the black iron helm bellowed as he walked among the gathered people of the square. The voice was deeper than it should be... more awful than any human throat could produce. "The Lord of Shadows will be merciful. You will be allowed your lives, in his service. Those who do not accept his terms will receive no others."

Men and women shrunk back from the figure as it stalked along the ranks. All but one. Dann Tanner stood tall and proud, his hands folded atop the hickory walking stick he always used when he made the journey into town. His rough woolens were patched with dirt and stained with sweat, his thick hair held back by a leather cord. He had his lips pursed thoughtfully, watching the creature. There wasn't a single line of worry, or fear on his face. The shadowy figure turned, and glared through its helm at Dann, but the farmer's son spoke first.

"Got to say, I don't think much of your master, or his terms," Dann said, shaking his head. "But I don't want people thinking I can't be fair. So you take your men, and you get on out of here. Show me a clean pair of heels, and we can all forget this ever happened."

"Or what?" The creature asked, a bloody laugh in its voice.

Dann lashed out, reversing his stick in his hands and putting his shoulders into the blow. The creature had ignored arrows and blades alike, but the knotted head of Dann's stick dented the side of its helm, and sent the figure sprawling into the dirt. It howled in agony, clutching at the steel, trying to roll to its feet. Dann kicked the figure with the strength of a mule, and the sound of bones cracking was audible to those who stood nearby. He hammered his stick down one more time, and the figure juttered before going still. Black blood poured from beneath the helm, smoking and scorching the ground where it touched. Dann looked round at the others, slapping the head of his stick into his meaty hand.

"You all heard my terms," he said, glancing around. "You accepting? Or are we going to have ourselves a disagreement?"

I'm ready whenever you all are.

More Than Knights in Shining Armor


When many of us think of paladins, we think of members of knightly orders with flashing blades and shining shields. Even if they were raised in another fashion, we usually think of them as leaving that old life behind once they hear their divine calling.

The Farm Boy Paladin is in direct opposition to this idea/aesthetic.

How in the hell does anyone see out of this damn thing?

Rather than simply being a character raised on a farm who then goes on to become a knight, the idea is that this origin defines not just who the character was, but how they continue to be. Because while a childhood of hard work in a remote area would give them strength, endurance, knowledge of how to survive in the wilderness far away from a town and neighbors, while also teaching them to use a variety of tools, it could also set their personality in meaningful ways. Everything from maintaining the values of hearth and home, to a reliance on one's neighbors, to honest work and helping those in need, it shapes a character in interesting ways.

And as I mentioned in 5 Tips For Playing Better Paladins, this makes for an ideal organic paladin (which is to say a character who hasn't joined any organizations, formally taken oaths, etc.). While the character might be raw and untutored, they still have all the power of any other paladin to throw around.

For those who want to go all-in on the idea, you can even apply the aesthetic to their weapons, armor, and mount. Maybe they start off with leather armor that looks more like a butcher's robe, and a quarterstaff. Since smite ignores all DR on evil enemies, it's entirely possible for a paladin to lay some serious hurt onto anything wicked with a stick, a thrown rock, or even just a boot in the ribs. The stocky plow horse they ride might be seen as just a common animal, but much like their master that horse could have a spark of the divine power within them that lets them ride into battle, trampling the corrupt and wicked under their hooves, allowing them to fulfill the paladin's mount feature if the player goes that route. The longbow he carries might be the same one he used to hunt game for the stewpot back home, and the raw Charisma he boasts could allow him to make friends and earn trust wherever he goes.

The idea behind the Farm Boy Paladin is that it puts his class all the way in the background, allowing the character's personality and mannerisms to stay in the foreground. In fact, if you don't actually tell the rest of the table that you're playing a paladin, you might be able to go half a dozen sessions before one of them finally puts the pieces together and realizes you're not a fighter, a ranger, or an unusually friendly barbarian.

For those who'd like a bit of comedy to go with this week's concept, take a moment to check out The 5 Awful Paladins You Meet in Your Gaming Career... I have a feeling we've all shared a table with at least one of them. And for those who love little tidbits of obscure history, or who want some insight into how this class became what it is in our popular fiction, take a moment to read What is a Paladin? to delve into the etymology of the word itself!

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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.

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!

Thursday, December 31, 2020

Everything in an RPG is Situational... Everything

There is, perhaps, no bigger argument when it comes to a game's mechanics than about what's more "powerful" when it comes time to roll the dice. While this is a discussion that can be had on a one-to-one comparison (discussing damage output, for example, or discussing the number of dice thrown for particular effects), the more general the discussion becomes the more likely it is you're comparing apples to pineapples.

That's tough enough to get good sense out of, but there is one, undeniable fact when it comes to RPGs pretty much across the board... every power, every ability, and every skill is going to be more "powerful" in certain situations than it is in others. And if you don't remember that, then all you and the person you're arguing with are doing is blowing hot air in each other's faces.

Look, I'm just saying, wizard trumps barbarian. Fight me!

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Everything Has Its Strong Suit


I've said this several times before, but it bears repeating. Everything in an RPG has a situation where it's going to be more potent, and a situation where it's going to be useless. Even things we think of as obviously powerful are going to be rendered moot in some situations and games because there are simply too many variables for anything to be universally powerful across the board.

For an obvious example, consider the paladin.

This fight is almost totally one-sided.

Paladins are a perfect example of situational potency. Because if you're in a game chock full of evil dragons, undead, demons, and other nasties who rely largely on fear and disease to make them dangerous enemies, then a paladin almost feels like they're playing with cheat codes on. They're flat-out immune to a lot of the conditions coming their way, they get huge bonus damage from their smite, and they can call on potent divine powers to make them an even bigger threat against evil enemies.

You know the easiest way to kick them off the ladder? Put them in a situation where they aren't fighting evil enemies all the time.

Paladins are geared very specifically to stand against the forces of evil. Even if they aren't doing that (say they're fighting a construct, or dealing with magical beasts, or have an opposing force of neutral mercenaries who are just here for the money) they've still got a full base attack bonus, good armor, ability to heal themselves, and a lot of other tricks... but they are no longer a one-character-wrecking-ball.

Yeah, that checks out.

We see this with a lot of other classes and builds, as well. The two-weapon fighter who becomes a blender if they can take a full attack is rendered a lot less viable if they need to run all over the battlefield just to reach a target (or worse, the target is out of melee reach). The ranger who can utterly destroy their favored enemy (especially if they can grant their bonuses to the rest of the party) becomes a lot less effective when dealing with foes outside that specialty, and outside their favored terrain. Rogues and slayers who find themselves up against foes immune to precision damage suddenly find themselves nowhere near as useful as they would otherwise be.

And before all the spellcaster mains out there start preening, you're not immune to this either. While it's true that magic can give you a pretty deep bag of tricks, even those tricks are going to be situational... and when you aren't prepped for the right situation you're no more useful than the barbarian staring up at the flying dragon with their greatsword in-hand.

Easy examples are the evokers and blasters. Dropping a fireball might be impressive if it's on a large group of regular mooks, but if they all have evasion and your DC isn't up to snuff, then suddenly your big hammer didn't amount to a hill of beans. If your magus relies on the nova blast from a huge shocking grasp critical, and you suddenly stab an enemy that doesn't take that electricity damage (or worse, gets healed by it), then you've got a conundrum on your hands. If you're an enchanter, mindless enemies (or those protected by the right spells) can take your most potent whammies off the table. Illusionists have a similar issue, compounded by enemies that have senses that allow them to ignore illusions as fakes. Those who rely on conjured monsters can easily be countered by low-level protective spells that mean the creatures can't actually attack them. Necromancers often find their most debilitating powers are useless against those who are already undead. And if you specialized in utility spells, but you find yourself on an open battlefield where none of them are appropriate, you may suddenly find yourself wishing you'd prepped a few tactical strikes just to be safe.

And the list goes on.

This Applies To Every Aspect of a Game


A lot of folks out there have probably noticed that the last section focused largely on combat. The reason for that is that it's the most visibly crunchy part of the game, and it can be life and death for the PCs... but it's important to remember that situational ability is still applicable outside of the initiative order.

Especially then, you might say.

Say, for example, you wanted to play a rogue specialized in stealth and trap disarming. If your game is a dungeon crawl, or you're the point person on a heist, then you are in your element and doing exactly what you're made for. If you're in a situation that's largely about social maneuvering and mystery solving, then your skill set may not come into play as often (though it may be useful in certain spots, such as eavesdropping, or breaking into a location to try to find evidence).

Alternatively, the big bad bruiser who would be lord of the battlefield in a combat heavy game is going to be twiddling their thumbs in a campaign where problems can't be meaningfully solved through the application of violence. While the diviner, who may have been less than helpful during a siege or a run-and-gun style campaign, is going to be a magical Sherlock Holmes when it comes to solving a murder, or finding out what happened to stolen valuables.

Every ability, every skill, every spell, is going to have a situation where it is useful, and where it is less than useful. And if the situation where it's strong doesn't come up in a particular campaign, it's easy to think of it as useless. If the campaign is made up almost entirely of situations where a particular ability is strong, then it can seem far more potent than it really is.

Specify Your Parameters


Something that I think would make these discussions far more useful for all of us would be if we narrowed our parameters for what we're actually talking about. It would also stop us from comparing totally unrelated fruits to declare which is the best.

For example, if your parameters are, "What is the most powerful class for killing demons?" you now have a level playing field to compare abilities, feats, powers, etc. If the question is, "Who puts out the highest melee damage?" that's also something you can find an actual answer for using math instead of conflicting opinions.

This also works when you try to discuss character utility and breadth of usefulness over a vague "power" that can be hard to quantify. Comparing the spell lists for bards and wizards, for example, you could see which spells would allow you to overcome particular obstacles that would otherwise be quite hazardous to the party (things like endure elements or perhaps fly). This also stops conversations where one person feels that a bard is more flexible (and thus more powerful), and someone else feels that a barbarian has maximized damage output (and is thus more powerful), since neither of you are talking about the same thing.

Lastly, remember to specify in which situation these things are coming into play. Who is the enemy, how many are there, what is the environment, what is the task at hand, etc.? Because without these specifics we don't have anything to gauge the situation by, and you might be extolling the virtues of a sledgehammer at solving problems that instead call for a can of WD-40 and a Phillips head screwdriver.

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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.

Saturday, April 11, 2020

The Antipaladin of Pride

Gadran knelt on the stone of the causeway, blood running from beneath his armor. His handsome face was cut, one eye swollen shut. His holy symbol had been scorched from his shield, and smashed from his armor. His breath was ragged, and as he swayed, his head bowed, he prayed. Above him, his opponent removed her helm. She case it aside, and looked down at him. Her face was full and lush, beautiful in the way that a sword could be beautiful. There was pity in her expression, but no mercy.

"The hammer of the gods," she said, speaking Gadran's title with contempt. "The shield of the realm. A warrior the likes of which is only seen once a generation, and this is what you fall to?" Valoran put the tip of her sullied blade beneath Gadran's chin and tilted his head up. She looked at him for a long, silent moment. "That is the problem with you, and with all the others like you, Gadran. All that power, but the only thing you know how to do with it is kneel."

She didn't wait for his response. There was nothing he could have said that would have surprised her, and she'd had enough of platitudes and empty writ to last her an eternity. She slid her blade forward, and walked past the Godhammer as he choked to death on his own blood.

All that potential, gone down to dust.

If You're Going Through Hell, Walk Like You Own The Place


Pride goeth before a fall, or so the saying goes, and if there is one flaw that's likely to lead to a paladin's fall from grace this is the one. Because when everyone tells you that you are righteous, that you do only good, and that you are the right hand of justice, it becomes very easy to equate your own wants and desires with what is right. While some paladins can step back to examine their own actions, spending time in contemplation in order to hold onto a humble perspective, others can't.

Those others often become antipaladins of pride.

So, you're approaching me? That's not wise.
An antipaladin of pride is an evil warrior who believes wholly and completely in their own powers. They take what they want, feeling themselves entitled to it. They may take foolish (or seemingly foolish) risks, such as fighting with their face exposed, giving their opponents advantages just to show how outmatched they are, or choosing to step in to personally make an example of their enemies rather than letting others fight for them.

However, an antipaladin of pride didn't get where they are without being cunning, vicious, and willing to do whatever it takes to achieve their ends. While they may come across as a narcissist (as many of them no doubt are), these antipaladins are willing to go to horrifying lengths to salve their egos, and to justify their pride. There is no weapon too dire, no god too blasphemous, and no deed too dark if it means they can, indeed, prove that they were right all along.

When One is Guided by Pride


When putting together an antipaladin of pride, it's important to follow one of the key pieces of advice in 5 Tips For Playing Better Evil Characters and ask what their motivation is, and how it ties into their pride. Are they out to conquer a kingdom because their counsel was ignored, leading to a lost war, or a revolt? Do they feel the gods turned a deaf ear to the suffering of others, putting all these petty rules into place, so they become judge, jury, and executioner, walking a darker path and proclaiming themselves above the gods? Are they killing their former brothers in arms, showing that they were always the strongest among their old order, and they should have been placed in rulership over them?

Swear your oaths anew, and when you rise you will be stronger than you ever imagined.
The thing to remember is that, while satisfying one's ego should always be a key part of an antipaladin of pride's modus operandi, they can be very complicated individuals within that framework. In fact, many of them may see themselves as obligated to look over those they deem as their people, because who else will do it? In some instances this may lead to crazed despots who demand the public sing their praises, but it could also lead to intensely loyal nation stations who view the antipaladin as a benevolent dictator despite their wars and the summoned demons who guard their black palace. The antipaladin protects them, and for that the people will worship them.

It's also important to make sure you know how your antipaladin of pride will fit into a group, and how they work within a party (whether they're good or evil, as the Tyrant with their LE alignment can often work with those of a varied background). In this situation, don't bring a character who flies off the handle and demands a duel to the death whenever someone criticizes them. Instead, it might be a better idea to bring someone who can act as the party's face, and who may think of the others as their minions (though it would be rude to call them such). Perhaps they will only put forth a minimal effort unless they deem a threat worth their attention, or they will lord their unique capabilities over the others, such as an antipaladin's immunity to the effects of disease, using their ability to spread a contagion to cripple a city and all its inhabitants as proof they are the most powerful among their companions.

These characters may come across a little arch, and slightly operatic, but those are things you should lean into if you really want to have fun with them. Whether you're going for a Darth Vader or Dr. Doom vibe, just remember, you didn't fall... you dove, just to show you could.

Lastly, if you're looking for some wicked inspiration, check out my most recent release 100 Cults to Encounter, as well as the recent Electrum seller 100 Random Bandits to Meet where you'll meat cannibalistic killers, as well as legendary bandit captains like the possessed Darkskull!

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a dungeon master.

For more of my work, check out my Vocal and Gamers archives, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, November 23, 2019

The God Squad (Party Concept)

The town of Anvil was burnings, and demons preyed upon its streets. Tiny winged monsters flitted from window to window, while corrupted cultists and half-blood damned walked through gore and viscera. The sound of hooves was loud in the charnel air, drawing the attention of the conquerors. Even the fiend Galatz DeThrann looked up from his sprawling seat upon the stone chair in the town square. A handful of people approached, their traveling cloaks drawn up, their horses at a slow walk.

"Fresh sacrifices," the Lord of the Gluttonous Feast burbled, fragments of meat spilling down the rolls of his chest. "Bring them to me!"

A pack of sharp-taloned flesh tearers loped toward the newcomers, teeth bared and claws at the ready. Before they could close, the leader raised his left hand in the air, and murmured a single word. Bright light spilled forth from him, banishing the shadows and darkness, making the servants of the dread lord hiss and bleed.

"So showy," Elaria Valdeem snickered, raising her birch-stock crossbow, the holy charms dangling from the grip chiming as she took aim.

"Now can we ride?" Kolvurus Grimm snarled, tossing back his hood, revealing the branded face of a servant of Charn, the god of the hammer and chooser of the worthy.

"Yes," Valarus Cann, Father of the Order of the Purifiers said. "Let us ride once again."

And may our gods smile upon us!

The God Squad


The gods have many servants, from clerics and inquisitors, to paladins and (at least according to some) oracles. Some even count shamans, druids, and rangers among their numbers, even though they draw on older, deeper powers than mere divinities. However, it is unusual to see these servants coming together to battle common foes. Not unheard of by any means, but what is almost unheard of is an entire party of these individuals coming together, the fingers of their faiths forming together into a single fist.

That is the God Squad.

Forgiveness and mercy? Sorry, that's not my department.
 
While it's possible to form a Squad from a single faith, it is far more interesting to weld one together from different deities who share goals, but perhaps not methods. The leader as a priest of the god of light, who is trying to find peaceful solutions to the issues at-hand, for instance, but he understands that when peace is not an option, the Red Helmet at his side from the chosen of the war god will take the lead. While the inquisitor of the god of change and revolution might get the side-eye from her companions, there's no denying that she gets results, and that her heart is in the right place.

And when demons rear their ugly heads... hoo boy. That's when the fires flare, and the heavens go to war.

Having that much divine power in one place at one time means that the party can bless themselves and their companions to become true avatars of the greater powers. Between boons to attack and damage, increased defenses, healing, the abilities to summon allies from beyond the planes, empower your weapons, and break curses... this group is a force to be reckoned with.

What Brings Them Together?


The gods move in mysterious ways, but there are two basic structures for forming a God Squad... the organic, and the structured.

If you're the sort of person who likes to start off with everyone on the same page, then a structured origin story might be better for you and your table. For example, if there is a holy order of knights that accepts servants from a variety of faiths, the party may all be tasked with solving problems on behalf of that group. Something like The Order of The God Hand in 100 Knightly Orders, which I wrote specifically for folks interested in a concept like this. Alternatively, individuals might be part of organized churches who agree to form groups of champions, or they may be under the command of the same lord or monarch, who can summon them to aid their cause in a time of need. Especially if the individuals in question already have their own Small Legends, which I've talked about previously.

And for those who prefer an organic approach?
 
A more organic solution for a God Squad is something you can turn to the Avengers for. Champions who may be individually powerful all find themselves in a situation where they need to rely on one another to be greater than the sum of their parts, their various specialties coming together to turn the tide. Perhaps they were all in the same place by happenstance, or they were given some sort of sign to look for; a nudge in the right direction by their patron deities. In this case the Squad assembles because of pressure from the outside, rather than from being told by higher-up mortal authorities to work together.

Both approaches have their advantages and disadvantages, but if your group wants to try to do this there are some important things to keep in mind.

- Do Not Bring Fire and Ice: Just because you all have patrons of some variety, don't bring someone who's purposefully antagonistic. This is not to say that you can't have servants of a good and an evil deity, but think of it like keeping things civil at work; learn to not push each other's envelopes too hard, and see what mutual ground can be found. Explore the characters' faiths and backstories, and see if they pull each other in different directions instead of butting heads.

- Avoid Pecking Orders: This is good advice for any party, but doubly so for a God Squad. Just as different gods may have different areas of influence, different members of the Squad will have differing roles. Don't create a, "My god is bigger than your god," setup, and you'll avoid needless frustration.

- Really Lean Into Your Faiths: A lot of the time players just hand wave the praying and the rituals when it comes to divine characters, but the God Squad is the place to explore those dynamics. If you have worshipers from different nations or sects, what differences do they ignore, and which ones matter? If two sworn swords have taken different oaths, have them discuss their priorities and alternative approaches. You don't have to do all of this at the table (chats and downtime roleplay is your friend here), but it can go a long way toward character development.

Additionally, if you haven't checked out my 5 Tips series on some of the divine classes out there, you might find some of the following entries particularly useful:


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, July 8, 2019

The Inquisitor's Guide, A 5E DND Review

As I've alluded to before, sometimes the folks reading this blog happen to be game designers themselves. And when the stars align, I get a message asking me if I'd like to review their latest releases. I'm always down for checking out new material, and when I'm done giving it a look, I'll tell folks what I think of it.

And, honestly, I didn't expect what I found in The Inquisitor's Guide.

Because honestly, who expects this?

What Is This Supplement For?


As it says on the cover, The Inquisitor's Guide is basically a new paladin oath, a new background, and some detailed options for torturer's implements and skills. The new oath is presented clearly, the background is comparable with what you find in the rest of the game, and the rules for confessions... eh, we'll talk about that part later.

We always talk... eventually.
The rest of the word count is taken up with setting-specific flavor that will either help you a lot, or be less-than-useful for you. It's going to depend entirely on if you're running your game in the Forgotten Realms setting or not. Because if you are, great, this provides you a solid starting point for seeing how inquisitors can be organized, and the gods they tend to serve (it's Tyr, in case you were wondering). If you're running in another world with different gods... well, that part is largely going to be set aside for you. Though it's straightforward enough you could change a few names and cannibalize it if you want.

Honestly, I Expected More


It might have been a miscommunication when the creator was telling me about this project, but I thought it was going to be a lot more in-depth than this. When I saw it wasn't a guide for an entirely new class (as I love Pathfinder's inquisitors, and I was hoping to see some really expanded options for 5E along the same lines), and that it just gave a single option for paladins (rather than, say, one for paladins, one for clerics, one for rogues, and so on and so forth to give you a diversity in inquisitorial choices), I felt like an opportunity had been missed.

However, it is unfair to judge something by what it isn't rather than what it is. And what The Inquisitor's Guide is happens to be a useful, straightforward supplement that isn't going to break the bank, and provides you with a new option, and a little support.

What About That Torture Thing You Mentioned Earlier?


Oh, right. That.

One of the major selling points of this guide for some players and DMs is going to be that it details the use and DCs for torture implements. While the guide does take pains to point out that this kind of enhanced interrogation is an inherently evil act, and that those who serve good gods should be penalized for participating in it, these implements do exist, and they are available for those know know how to use them.

Which is a bit of a mixed message, honestly.

The supplement paints inquisitors as fanatical devotees of their gods, but also goes to some pains to assure the reader that the organizations who boast these members are usually good and just, only going to extremes when truly called upon. Which is sort of at-odds with the whole, "And here's how they torture people to extract information," section. And even apart from how dicey it is to have a non-magical means that accurately forces facts out of people (as torture isn't something that works, which is why on a practical sense it's a bad tactic), giving ostensibly good characters access to an in-the-text evil skill set is a problem.

Personally, I would have given that technique to another class archetype (perhaps an Inquisition rogue who was all about ferreting out lies and interrogation), or pairing it with a cleric who could detect lies at-will as an ability. Or, barring all of that, making the inquisitors more about getting results, and less about methods and goodness, showing them as wide-eyed, bloody-handed warriors that are seen by the faiths of the world as weapons of last resort. The ones given permission to lock the doors of hell from the inside if that's what it takes to keep the demons at bay, so to speak.

Overall, 3 stars. A solid start, and I would really like to see it expanded into some of the options I mentioned. But if it's not, I won't lose any sleep over it.

Interested in Other Stuff?


I've gone through a surprising amount of stuff over the past few years. If you're looking for more fun supplements to add to your table, might I recommend some of the following?


And if you've got something you'd like me to review, feel free to reach out! I'm always up for taking a look at new, unique stuff.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you enjoyed the film, and it provides you all with the same sort of inspiration it did me!

For more of my work, check out my Vocal and Gamers archives, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife, 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, April 1, 2019

All Games Are Inherently Political

Of all the phrases I've grown to hate over my years of gaming, there is one in particular that makes me sigh. It is a phrase that lets me know I'm in for a long, and often frustrating discussion. And, many times, it's a phrase that lets me know that this person is not someone I'd enjoy having at my table.

What's that phrase, you ask?

"Get your politics out of my game!"

Pictured: The kind of character this protester often plays, perhaps missing the irony.
The problem here, for those who are wondering, is that there is no such thing as a non-political RPG. Roleplaying games, by their very nature, have messages in them. Those messages convey meaning, establish themes, and generally speaking are what provide the context for the story we're all telling, here.

Because of that, all games are inherently political in some way, shape, or form. And I'd take that one step further to say that most forms of art (especially things we geeks love like movies, comics, sci-fi and fantasy novels, etc.) are also inherently political.

Do You Remember Stan's Soapbox?


Though it will likely cause all of us pain, I'd like to talk about Stan Lee for a minute. Because while we can argue about the man versus the persona, and the nature of an artist and their legacies, one thing that Stan made very clear was that he and many of the artists he worked with at Marvel were sending very clear, direct messages with the stories they told. From Spider-Man's lessons on power and responsibility, to the X-Men's civil rights metaphor, to Black Panther beating the holy hell out of a white-clad hate group, Marvel's stories were not shy about their politics.

And for people who missed it, or who thought they might have been accidental, there was the handy little feature of Stan's Soapbox.

No gray areas, no miscommunication.
Stan Lee, and other creators, felt that these messages were important enough that they needed to be spelled out in plain English once the story about super-powered men and women in Lycra costumes was over. Because, at the end of the day, they had things they wanted you to take away when you closed the rear cover of that comic book.

That tradition hasn't stopped with the modern iterations of Marvel's comics and films, by the by. Captain Marvel is one of the biggest successes they've had in a while, and the story it tells is about a woman who breaks free from a controlling relationship filled with lies and gaslighting to embrace who she really is. Something with a lot of parallels to Jessica Jones, I'd add. Guardians of The Galaxy tells a story of the importance of personal connection to others like yourself, showing that being adopted (even under odd or unusual circumstances) doesn't make you any less of a family. And, of course, Captain America: The Winter Soldier came out pretty heavily against a surveillance/police state.

Just for a few examples.

But What Does This Have To Do With Gaming?


You can pick up practically any play, any novel, and any game, and find messages like this lurking just under the skin. All you need to do is look at who the heroes are, who the villains are, and what the conflict is over. Are ugly creatures viewed as inherently monstrous and deserving of death, or do we find that orcs, goblins, ogres, and others have a vibrant culture and drive to survive past all the war paint and skulls? Is racism seen as tolerable as long as it's against elves or gnomes, or is that prejudice used to clearly mark someone who is backwards at best, and a villain at worst? Is enchantment seen as an appropriate, non-lethal way to end a conflict, or is its ability to violate someone's mind and consent seen as an art practiced only by the wicked?

Do traditional paladins define what is unquestionably good just by existing?
All of those messages, and many more, are coded into our games. Even if we're not thinking about them. And, generally speaking, players will accept those political points without question. Even defending them virtuously in-game, if they're heroes. Yet for some reason they'll suddenly roll their eyes if, say, a game includes the message of, "Being gay is all right," or, "Humans come in multiple ethnicities, and confining them to imaginary borders on a map makes no sense in a world where immigration is a reality."

Sure, those are political messages in a game. However, it's no more political than the belief that those with magic should be the ruling faction of a nation, or that chattel slavery is wrong and should be smashed at every opportunity. All of these things are inherently political (and dare we say it, moral and philosophical) points that show up in our games, and that's been true since the first dice were ever rolled in an RPG.

Don't Duck The Subject


If you disagree with a particular message in a game, that's fine. I'd even go so far as to say that's great. However, simply demanding that people keep politics out of a game doesn't help, because it would mean staring at a blank piece of paper. Instead, explain why you feel this particular political statement should be kept out of a game, or why you feel it should be altered in some way for the game to better fit your desires as a player.

We do this all the damn time. Sometimes a DM will do it by making certain creatures inherently evil and corrupt, so that slaying them is always a righteous act rather than a callous case of murder. Or players will make it clear that they feel violence is not the answer to problems by always trying to use Diplomacy or Intimidate before actually drawing their weapons. So if you feel that a certain issue doesn't belong in an RPG, you should feel free to say which issue, and why you feel that way.

But just saying, "Ugh, why is everything so political now?" does nothing but make other people think you haven't been wearing your critical thinking hat this whole time.

Speaking of Messages...


As a brief aside, I wanted to let all you fine folks out there know that I recently put together my first gaming supplement with High Level Games! It's a supplement for Werewolf the Apocalypse titled 100 Get of Fenris Kinfolk. And since we're talking about messages in our games and art, I thought I'd provide everyone a sneak preview of the message I wanted to send with this piece by giving you the description of the first NPC in this list.

Sigurd “Ziggy” Bowers: A towering black man whose roots are just starting to go gray, Zig runs one of the most successful outlaw tattoo parlors in upstate New York. His whole life, Zig was pushed to use his size and strength to its best possible end, making him a fiercely competitive boxer, and a champion weightlifter on the amateur circuit. Mostly retired from competition, he’s been known to throw down when provoked. While he sports a great deal of ink, those who see him in his working vest can’t miss the prominent runes across his chest that read, “Fuck Off Nazi Scum.”

That's all for this week's Moon Pope Monday installment! Hopefully it gave folks plenty of things to talk about.

For more of my work, check out my Vocal and Gamers archives, as well as the YouTube channel Dungeon Keeper Radio! Or, if you're more interested in books like my sword and sorcery novel Crier's Knife, head over to My Amazon Author Page instead.

To stay on top of all my latest releases, you can follow me on Facebook, Tumblr, Twitter, and now on Pinterest, too. To help support me consider Buying Me A Ko-Fi, or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! If you do that, you'll be able to get in my regular, monthly giveaways as well as knowing you're doing your part to help keep this blog going.