Showing posts with label rogue. Show all posts
Showing posts with label rogue. 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, October 26, 2019

The Magic Item Collector

"Dosh, will you look at all this stuff?" Rafe whispered, his greedy eyes wide as he looked at the glassed-in cases.

"I was the one got the tip, wasn't I?" Dosh grunted, plucking a long, black wand off a shelf and looking at it.

"You even know what that does?" Rafe asked.

"No, but it smells like money," Dosh said.

"It's a Cicario Eldan wand," a voice said from behind them. "Third generation, when the old wizard was trying to improve on his designs."

The two thieves spun, staring at the slight figure. His hair was tousled, and he was dressed in a robe, yawning. He scratched under one arm, looking at them with half-lidded eyes. Dosh raised the wand, his fingers going to the clear arcane marks as he pointed it.

"Not another step," he hissed between his teeth.

"Or what?" the slender owner asked, tilting his head slightly.

Rafe tried to say something, but Dosh traced the runes and pointed. A black glow built at the tip of the wand, but rather than firing outward it turned back on itself. A look of horror crossed the thief's face, but nothing came from his mouth but smoke when he tried to scream. His eyes melted, his skin charred, and with a soft pop his clothes fell to the floor... empty, but for some ash.

"Those third gens," the owner said, shaking his head. "There are only a few of them left for a reason. Most people don't want something that cursed in their collection."


Where did you find these? Gods above... I didn't think there WERE any more of these...


The Magic Item Collector


There are always people who obsess over the rare, the unusual, and the valuable. For some it's gems dug from so deep in the earth there are only a few like them in existence. For others it's works of art, or poetry, crafted by the hands of artists dead for centuries. And for some, that obsession is magic items.

A burning grimoire... never thought I'd see the day where I had one.
 
In many ways, the Magic Item Collector can be seen as a subset of The Gearhead Fighter. However, the major difference between the two is that a Gearhead is (as a rule) more interested in the practical applications of the objects of their obsession. The Magic Item Collector is someone who pursues the rare, unique, and unusual for its own sake, rather than to using it to further their own goals. The chase, and the catch, is all that matters... other concerns like keeping dangerous items under lock and key, or ensuring a warlord can't use the item as a weapon, are really just secondary concerns.

A Collector will have an exhaustive knowledge of magic and its applications, and they'll certainly have opinions about which items are going to be more useful/serviceable in the field. Someone who swears by high-grade vellum for conjuration magic, while preferring papyrus for evocation spells, for example. They might be willing to use mass-produced potions, and keep a few simple yew wands around, but those things are expendable. They aren't the true prizes; they're the tools.

That's the important distinction. Just as an art critic might not see all art as beautiful and worthwhile, only prizing unique creations by talented creators, so too a Magic Item Collector isn't going to hold all magic items in high regard. Many of them will be plebian and functional, the high fantasy equivalent of corporate art or mass-produced prints. Only items with history, which boast a unique composition, or some combination of the two, will get their palms sweating.

Who Are Magic Item Collectors?


Magic item collectors come in a variety of shapes and sizes, and from a hundred different backgrounds. From enchanters and artisans who want to own a piece of the work made by the old masters, to nobles who appreciate the exquisite value of such unique pieces, to organizations who feel it is their duty to preserve and protect these items so they are not despoiled... or in some cases so the items in question don't do any harm to the world at large.

Some things are not for the eyes of the common folk.
 
The only things Collectors need to have is a knowledge of the arcane, and of the history behind these unique items. Beyond that, the sky really is the limit as to who they are, how they came by their obsession, and which items in particular they specialize in.

For an example, you might have a rogue who's a former wizard's apprentice that turns their skills toward evading the most advanced security measures out there in order to steal the most precious magic items in the world. Maybe they keep them, or maybe they hand them over to museums or secret orders, but the thrill of holding those pieces of history is something that never fades for them. Alternatively, you might have a cleric, wizard, or a sorcerer who uses their magic to craft the latest generation of magic items (the Artist, as mentioned in 10 Backgrounds For Your Spellcasters). They collect these items as examples of the art, but also as templates to use to try to understand how other  masters of the mystic arts have accomplished things before them. A magus might collect examples of fine enchanted armor and swords to use as decoration, showing their taste and devotion to history, or a bard might keep enchanted masterpieces ready to play, along with instruments made from impossible materials like dragon bone and sinew.

Lastly, as I mentioned above, it's a good idea to give your Collector a specialty. Maybe it's a particular culture, a certain type of item, or even a particular time period, but if you need someone who knows about it, the Collector has forgotten more than most people ever knew. If you find a darkling sword with a brand no one recognizes, Erinaldo Hardheart can likely tell you how old it is, and whether it was forged by the master or one of his apprentices. If you need to know about the Mindlock helms worn by the Ashen Knights at the fall of the Black Empire, Setania Caul not only knows their founding and history, but has fragments of the helms that still bear a glimmer of their former aura. And if you need to know about the awoken servitors of the Iron Age, old Albarian Codge knows... though whether you can get sense out of him will depend on how drunk he is.

Collectors will, of course, have other interests. However, their obsession with their own collection, and all of the information they've learned about magic over their years of study, searching, and acquisition, is often the major skill they bring to any party they join.

Those who enjoyed this piece may also enjoy 10 Backgrouns For Your Scoundrels, as well as 10 Backgrounds For Your Martial Characters. Both of them are currently in the 5 Tips archive, featured on the page's top bar.

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 26, 2019

In Defense of The Humble Sling (in Pathfinder)

Every now and again I'll see someone claim that a class, a spell, or a weapon in Pathfinder is useless. "Why would anyone waste their time with this thing?" is the typical question, and it's led me to write posts like Aid Another in Pathfinder is More Powerful Than You Think (one of my highest-viewed posts, by the by) in defense of certain aspects of the game. Recently I came across a post of someone bad-mouthing the sling. Why would anyone use such a stupid weapon when crossbows and longbows are available?

Well, ask a stupid question...
Since I hadn't used a sling as a PC before, I figured I'd look into this complaint and see how valid I thought it was. And hoo boy do I have some new character plans after doing this bit of research.

What's The Big Deal About A Sling?


All right, we'll begin at the beginning. A sling is a simple weapon that has a 50 foot range, and it can be fired (though not loaded) with one hand. You can apply your Strength modifier to damage with a sling, which gets a lot of folks' ears to perk up. It takes a move action to load, too, which is where a lot of players start edging away from it. It has no crit range and only does 1d4 damage for a Medium sling, and 1d3 damage for a Small sling. Not great, but the ease of use means it's something any character can pick up and use when they need a ranged weapon.

Most of the time a character has a sling on them as a back-up weapon, or as something cheap to use at low levels when they had no gold left after hitting the armor shop.

Of course, there are ways to make it better.
The big benefit to a sling is, of course, that you can add your Strength modifier to your damage. The negatives are its relative lack of oomph when it comes to damage, and the reloading time. So before we get to the first concern, let's address the second one.

When it comes to re-loading a sling, there are two major solutions:

- Warslinger halfling trait: This halfling trait lets you reload a sling as a free action. It replaces sure-footed, but reloading still takes 2 hands, and provokes an attack of opportunity.

- Ammo Drop and Juggle Ammo: Ammo Drop allows you to load a sling or one end of a double sling as a swift or move action using only one hand. Juggle Ammo lets you reload as a free action, giving you full rate of fire with a sling.

Both of these options might seem like a lot of work to get the most out of a weapon that only deals 1d3 or 1d4 damage, depending on your character's size. However, if you're willing to invest in them, you then have the task of figuring out how to get the most out of your sling.

Beefing Up The Sling


If you want your sling to do more damage, the first thing you need to do is to take the usual battery of ranged attack feats. Point Blank Shot, Precise Shot, etc. Rapid Shot is something that will take some work to get off, but you could also use it with a stone bow if that's your jam. That one is a fun weapon too, and worth looking into if you like bullets but don't want to deal with the restrictions of the sling itself.

Your class features are going to be one of the big ways you beef up your sling damage. Fighters can choose the sling's group as a favored weapon, increasing their damage and accuracy with it. The barbarian archetype Savage Technologist alters your Rage to boost your Strength and your Dexterity, which makes it a lovely dip for slingers who want you really put their shoulder into a shot (though higher level abilities are meant more for firearms). A rogue's sneak attack can be devastating when delivered with a sling, as well.

You didn't see that coming, did you?
The other thing to consider with the sling is how you can modify its damage with magic (either magic used by someone in the party, or from a handy magic item). Some of the spells and magic items that I recommend for a slinger include:

- Magic Stone: A low-level spell that lasts for half an hour, it makes 3 pieces of ammo into +1 weapons that deal 1d6 points of damage. 2d6+2 against undead, which can get heinous if you can rocket off all three shots in one turn against that lich.

- Alchemist's Bullet: This +1 magic bullet can be merged with an alchemical item, and both items hit at once. Useful for when you want to deal additional damage with alchemist's fire or acid over and above the normal bullet. Bonus, if you miss with this item, you can retrieve it and use it again later!

- Boulder Bullet: A shrunken piece of artillery, as soon as it's fired, these bullets grow to be significantly bigger. Like Ant-Man, the joke never gets old!

- Soakstone Sling Bullets: These porous stones can be filled with poison or lamp oil. If the former, a hit delivers the contact poison. If the latter, they deal 1d2 fire damage on a hit. Not great, but hey, every little bit counts!

- Frostbite Sling: A +1 frost sling that, 3 times per day, lets you fling a magic snowball that does subdual damage, and makes the target fatigued. A handy little debuff.

These are just a few of the handy things I came across when tricking out a sling. The major problems, aside of course from cost, are that lots of feats and spells that normally increase the damage on ranged attacks (Rapid Shot, Gravity Bow, things like that) just don't apply to slings. On the other hand, feats like Sling Flail allow you to make melee attacks with a loaded sling, dealing whatever the damage of the enchanted ammunition was in addition to treating it as a flail. A handy feat for pinch-hitting fighters, if that's what you're built around.

Useless? No. Great? Eh...


If you want to build your character around using a sling, it is totally possible for you to do that. With the right feats, enchantments, magic ammunition, and other stuff, you can even do some seriously impressive damage with a sling (boost your strength score, enchant the bullets, get a magic sling, use class features to do more flat damage, etc.). However, wielding a sling takes a lot of resources and dedication; it's not something you're going to slay with right out of the gate, contrary to what David would tell you.

Then again, if you're a half-orc with a medium-sized sling and a +5 Strength score, then then 1d4 from the bullet is just gravy, really. And if you add in weapon training and other bonuses, it will be pretty respectable by the time you hit double digit levels.

Just know there's a long road ahead of you on this one.

Final Thoughts


Building a sling-based character is already a little unusual... but consider all the possibilities you could explore with it! Rather than your usual shepherds and local, small-town heroes, perhaps ask if he used to be a pirate (particularly with the burning bullets mentioned above)? Was your slinger part of a mercenary legion, using this unexpected weapon to devastating effect? Or perhaps he used to be a bandit, carrying such a common weapon to make sure no one could pick him out of a local crowd?

If any of those sound appealing, you should check out:


Each of these supplements is by yours truly, and they're full of NPCs you could tie your character and background to, helping you fully flesh out an adventurer with such an unexpected weapon of choice.

Just a thought!

That's all for this week's Crunch topic! 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 like to read some of my books, like my sword and sorcery novel Crier's Knife, 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.

Sunday, November 25, 2018

The Toothpick Rogue

"Is he secure?" Walden asked.

"Yes, sir," Durgen said. "I turned the locks on his cage myself."

"Good, that's good," Walden said, relaxing noticeably. The warden turned the book around to face Durgen. "If you'll just make your mark here, the transfer will be complete."

"Of course," Durgen said. He reached into his pocket, and frowned. "Strange..."

"Strange?" Walden asked, the hackles on the back of his neck rising. "What's strange?"

"My pencil's gone," Durgen said, frowning. "I must have dropped it somewhere."

That was when they heard the screams. And worse than screams, the jaunty, whistling tune of Black Death Bellamy as he stepped over those who'd been set to guard him.




Anything is a Weapon, if You Care Enough


Precision damage is the name of the game when you're a hitman. You might not be able to deal in the raw power of a barbarian, or the perfect precision of a trained fighter, but you know how to hit someone where it hurts, and guarantee they aren't going to get back up once you've done your damage. More important, though, you don't need a massive sword, or a hand-milled dwarven ax to put a hurt on someone. All you need is a moment of opportunity, and something that will get the job done.

That's where the Toothpick Rogue comes in, so named because they're exceedingly dangerous with nothing more than a toothpick in their hands. All it takes is someone relaxing their guard for a moment, and this rogue will jam a pencil into your throat, cut a main vein with a broken glass, or do something unspeakable with that tea cup they're holding.

And with nothing more than a handful of large novelty sewing needles, he killed the entire enemy gang.
 
This concept won't be possible in every game, but it is fairly easy to pull off in Pathfinder. All you really need is the Catch Off-Guard feat, which not only removes your penalty with improvised weapon attacks, but it makes any unarmed person flat-footed against you. So if you were to, say, take the Improved Disarm tree, thus ensuring that you could readily disarm most foes with ease, you could spend the rest of your turn showing them exactly what you can do with a deck of particularly stiff fortune telling cards. You can even combine this with the Hairpin Trick rogue talent, allowing you to pick locks with greater ease, even with improvised tools.

The trick from that point onward is to figure out how you're going to get the most out of your schtick. After all, you might be able to take out on guard with that ruler you snatched off of a desk, but what about the second one? Perhaps your best bet is to invest in the Improved Feint tree, but you can also make sure you have a flanking buddy (either a fellow party member, or for the full John Wick, an animal companion dog). Being able to turn yourself invisible, or to hide in plain sight is also useful, but much harder to do at earlier levels.

It's also important to remember that not every game is going to suit the Toothpick Rogue. They work best in urban environments, or in places where improvised weapons will be the norm (prison campaigns, or palace intrigue, for example). Most importantly, to really be in their element, these characters need to be in a place where the bluff that they're "unarmed" is going to work. Because while these characters can technically venture out into the wilderness and crack an orc's skull with a thrown rock, or stab a werewolf to death with a silvered letter opener, those kinds of adventures typically assume you're coming loaded for bear. Unless you're traveling incognito, that doesn't suit this concept as well.
 
Also, don't forget to check out my 5 Tips For Playing Better Rogues article. Or for more action hero nonsense, I have John Wick character conversions for both Pathfinder and DND 5th Edition!

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!

Saturday, September 15, 2018

5 Fun Multiclass Dips For 5th Edition

As folks who are regular readers know, I don't really do single-class characters. It's just not my thing. While multiclassing in 5th Edition isn't for everyone, given that it pushes back your additional attacks, attribute bumps/feats, etc., but I've got a handful of tricks that I've come to really favor. So I thought I'd share them, in case there were folks out there who haven't tried multiclassing themselves, or who are wondering what benefits you could really get out of it.

So, without further ado, here are some of my thoughts, and a few of the potential paths you could take. Also, if you're the sort of DM who feels that multiclassing is something that requires even more red tape, might I recommend checking out DMs, Stop Putting Up Barriers To Multiclassing.

#1: Just A Hint of Barbarian


Got a problem?
For most people, barbarian is a big commitment... but it doesn't have to be. There is nothing wrong with only taking 1 or 2 levels if that's all it takes to get the goodies you want. What do you get for those levels? Well you get Rage, which gives you a bit of bonus damage and advantage on Strength checks, but more importantly gives you resistance to slashing, bludgeoning, and piercing damage. You also get Unarmored Defense, which is ideal for those with a high Con score who don't want to stomp around in armor all the time. And if you take the second level you get access to Reckless Attack, which is a cheap way to get advantage on an attack when you need it.

So who benefits from that? Well that handy advantage could be particularly useful for an assassin who wants to stick their short sword right where it needs to be for their sneak attack damage. Sure it leaves them open for counterattacks, but if you're dropping half a dozen d6s on someone's head, they might not live to stab you back. It's handy for fighters with high Constitution scores who just want to walk out on the field with sword and shield... or who prefer a bow or a crossbow, giving them a high Dex and a high Con to add to their armor class.

Whether you're a brute-force knife fighter, a tough-as-nails duelist, or a Wyatt Earp-style lawman who just walks out into a hail of gunfire like it ain't no thing, a few levels of barbarian will stand you in good stead.

#2: A Touch of Monk


I take my bonus action to kick him in the head. Twice.
Much like the barbarian, people tend to think of characters as being either all monk, or no monk. But while characters who spend their lives in monasteries training in esoteric martial arts can be perfectly viable PCs, monks can also be pit fighters, gladiators, brawlers, and other warriors who know their way around a battlefield even when they're unarmed. Much like I said in The Non-Problem of Making Monks Fit Your Setting, there are all sorts of things this class can be.

And if all you want are their early building blocks, they lend themselves well to a lot of concepts.

The first thing you get is Martial Arts, because of course you do. This lets you deal some real damage with your unarmed strikes, but it also lets you use Strength or Dexterity for your attack and damage rolls. That will come in handy later. You can also make an unarmed strike as a bonus action, if you're wielding a monk weapon (defined as shortswords and any simple weapon that doesn't have the two-handed or heavy property). So, right out of the gate, you have something you can do with your bonus action. You also get unarmored defense, allowing you to add your Wisdom modifier to your AC along with your Dex modifier when not using a shield or wearing armor. Then at second level you get ki points, and you can do all sorts of fun things with those even if you stop at 2 levels.

So what would you mix that with? Well, there are all kinds of possibilities.

For example, let's go back to the rogue. Whether you're a spy trying to look unassuming, or you're an enforcer who doesn't need showy weapons to put a hurt on your target. All you need is a dagger (since sneak attack requires a weapon, and your unarmed strikes specifically don't fulfill that requirement), and then once you get your big shot in, you finish them off with a strategic kick to the throat. Or two. Alternatively, say you were a fighter who relied more on their Dexterity than raw power, typically fighting with nothing more than a shortsword. The dueling fighting style dovetails perfectly with monk abilities, letting you stick, move, and headbutt someone if the stab doesn't do the job. That works quite well if you're going for a Porthos kind of feel.

#3: A Whiff of Rogue


It doesn't take much.
Rogues are, honestly, one of my favorite classes to dip with. While I am firmly opposed to the arbitrary limitations on sneak attack, and this edition's insistence that good rogues are Dex-based rogues, the class still offers advantages. First level gives you sneak attack, expertise, and thieves' cant, which are all handy things to have. Then second level gives you Cunning Action, which is one of the most fun bonus actions to abuse in the whole game. Especially if you're annoyed that you can't just make an Acrobatics check to avoid opportunity attacks like you could in older games.

And rogue mixes with all kinds of fun stuff. A rogue/barbarian might be a wrestler using Expertise and Rage to choke out opponents far larger than himself. A rogue/fighter might move around the battlefield with ease, dashing, evading, and remaining mobile in order to do the most damage. Even a rogue/warlock might always have a trick up their sleeve, especially if they've gone pact of the blade and want to appear unarmed when they enter hostile territory to do a job.

#4: A Dash of Fighter


I had to pay for wizard college somehow... so I did cage fights on the weekends.
A level dip into fighter is a long-standing tradition among multiclass enthusiasts because it's front-loaded with so many fun toys. That, at least, didn't change with editions. At first level you get to grab a fighting style, which is always a glorious thing to have, and you get Second Wind to help keep you going. At second level you get Action Surge, letting you take two actions on your turn once per day.

Now, spellcasting enthusiasts are well aware of the shenanigans that a fighter dip can give to any caster class. In addition to that extra action (which has to follow all the rules for casting more than once on a turn), you also have armor and weapon proficiencies you wouldn't otherwise have. And since you can cast in armor you're proficient with, if you really want a warlock in full-plate, or a sorcerer in enchanted scale mail, this is an easy way to make that dream come true.

Non-casters can get a lot of extra oomph out of a fighter dip as well. A barbarian with a great ax, the great weapon fighting style, and the ability to get back some hit points while they keep on trucking is going to tickle. A rogue with the duelist fighting style, as mentioned above, is just adding insult to injury. Even monks who want to do some two-weapon fighting can boost their impact with a few fighter levels.

#5: A Little Bit of Ranger


Come to papa... just a few more steps...
Rangers get a lot of hate, and in my opinion the complaints are more than valid. That's another discussion for another day, however. What I will say is that the ranger takes the biggest dip before you get any useful toys, and they may not be to everyone's taste... but they can still be a lot of fun.

At second level, for example, you get a fighting style. The list is smaller than the fighter's, but it still has some goodies on it. At third level, though, you can take the Hunter archetype and grab Colossus Slayer, which gives you a bonus d8 of damage once per turn when you hit a creature below its maximum hit points. You'll also get some spells, but just putting your foot into the class won't make those a huge investment.

Who does this work for? Well, if you wanted to be a rogue with a fighting style who gets that extra d8 to make up for lost sneak attack, that would work quite nicely. Especially if you're an ambush archer sort of character. Barbarian/rangers might make for interesting bounty hunters whose tenacity and refusal to go down make them terrifying pursuers. Fighter/rangers might make good switch hitters, able to combine multiple fighting styles into a single whole. Even monk/rangers could get some benefits from their high Wisdom scores while hunting targets with their bare hands.

Remember, Your Class is Not Your Character


Though 5th Edition does its best to push characters into stereotypical roles, it's important to remember that classes are just a meta-term for a certain set of skills. They're building blocks, meant for you to put together an ideal character who does all the things you want. Or, as I said way back in What's In A Name? How Your Character's Class is Limiting Your Creativity, just because you're a member of a certain class, that doesn't mean people immediately see a label on you. So if you need two, or even three, different building blocks, don't be afraid to use them.

That's all for this week's Crunch topic. As readers, do you enjoy seeing Crunch for multiple games, or would you rather I go back to Pathfinder Classic? Leave a comment below!

For more of my work, go check out my Vocal archive! Or just click my Gamers profile to see all the tabletop stuff I've done on that site. You could also head over to the YouTube channel Dungeon Keeper Radio if you'd like even more advice and shenanigans. If you want to stay on top of all my releases, then follow me on Facebook, Tumblr, and Twitter. Lastly, if you'd like to support me and my work, then consider leaving me a tip by Buying Me A Ko-Fi, or becoming a regular, monthly supported by heading over to The Literary Mercenary's Patreon page. Either way, there's a load of sweet gaming swag in it for you as a thank you from me, to you!

Friday, May 11, 2018

The Failed Wizard's Apprentice

Vizjerai's arm shot out in from of Carriel, stopping him from entering the chamber. The spearman glowered down at the slender halfbreed.

"What is it?" the warrior asked.

"Something's wrong," Vizjerai said.

"I don't see anything," Carriel said.

"Of course you don't," Vizjerai replied, crouching near the door and turning her head to listen. "That's why you brought me along. Now hush, and let me do my job."

Vizjerai carefully ran her hands over the door frame, frowning as she felt for something no one else could see. She nodded, and reached into a small pouch on her belt. She tossed a handful of white sand across the threshold, and frowned at the way it fell. She took out a long, silver piton, and jammed it into the upper left-hand corner of the frame. Then she did the same with the upper-right hand corner. There was an audible impact on the air, and the pitons vibrated like they'd been struck with a hammer. They stilled after a moment, and Vizjerai nodded.

"There," she said. "It should be safe now."

"I thought you said you were a failed apprentice?" Carriel said.

"I am," Vizjerai answered, giving him one of her enigmatic smiles. "But you don't study under Agorn Redwing for as long as I did and not pick up a trick or two."


Always keep a trick up your sleeve. Just in case.


A Failed Apprentice Can Be A Successful Adventurer


Lots of people try to be wizards, but not everyone has the raw brain power to hack it. Or, in some cases, they just don't learn well from books and scrolls, but find that magic comes to them more through intuition and instinct. In some cases the apprentice may leave with no spells at all... but they know more about magic than most people could learn in several lifetimes, and that knowledge has all kinds of applications in the wider world.

Take Vizjerai, for example. While clever, she never applied herself fully to the study of magic. However, what she learned at her teacher's knee made her an expert at sneaking past the magical defenses of others... even great sages who had been dead in their tombs for hundreds of years. As a Pathfinder character, she'd be an ideal rogue, able to bypass warding circles, sigil traps, and other hazards meant to catch thieves and intruders unawares.

Of course, there are other avenues a failed apprentice could take. If you're still talking Pathfinder, a mongrel mage might have sought out a wizard for help controlling their shifting bloodline. While the discipline and education about magic likely helped, the character is still a sorcerer, and thus may have needed to find another way to refine their personal technique (this one has overlap with The Academic Sorcerer). That same apprentice could have simply been considered a "failure" by their teacher, moving on to become a magus, or an arcanist, by embracing non-classical techniques and schools of thought. You could even become an alchemist, if potions, mutagens, and mind-altering substances were more your bag than summoning circles and fireballs.

Time is an illusion, and rounds a mere inconvenience to my mind.
 
This concept isn't edition-specific, though. If you prefer 5th edition over Pathfinder, you could easily fit the failed apprentice background to a warlock. Someone who wasn't good enough to master the intricate formulas of their master might have been just clever enough to contact a patron through use of a banned ritual (a concept I first mentioned in No One Wins When You Build A Stupid Wizard, and which inspired the rest of this entry). The eldritch knight and arcane trickster are tailor made for this concept, showing people who just couldn't get the concepts their master tried to teach them in the classroom... but then after some real-world experience found ways to blend that arcane tutelage into their repertoires.

There are dozens of paths you could take with this concept. Just start with the character's days an an apprentice, ask why they didn't become the traditional wizard their teacher was trying to make them into, and then ask how that solid base of education gave them the know-how and skills to become what they eventually turned into.

For more advice on breaking out of the stereotypes wizards tend to be pushed into, you may enjoy my 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!

Saturday, March 3, 2018

Delivering A Big Bang With The Underground Chemist

If you've ever sat at a table with me, you know alchemical items are one of my favorite things to use. To the point that I keep them around long past low levels, when most players sort of forget they're even a thing. While there have been more than a few occasions where a properly-utilized tanglefoot bag has put a serious monkey wrench into a DM's plan, most of the time alchemy stops being viable for anyone but alchemists by about fourth or fifth level (if we're being generous).

Which is why I love the Underground Chemist.

We're underground now, but don't worry, we'll be blowing up soon!
While the rogue gets a lot of hate (which has made my 5 Tips For Playing Better Rogues one of the best read articles in my 5 Tips series so far), the Underground Chemist is an archetype that lets you break a lot of rules. First off, at second level, it lets you draw alchemical items as if they were weapons, which opens up the possibility of using Quick Draw to get your full attack with acid, alchemist fire, and all the other goodies out there. You also get to add your Intelligence modifier to damage done with splash weapons, the same way an alchemist does. That's good times, right there. Secondly, at 4th level, you can sneak attack with a splash weapon. Provided it's your first attack of the round, that it's an attack on a creature and not a square, and that it meets all the requirements for sneak attack.

Those two things make flinging flasks pretty viable as an attack strategy. But if you combine them with a certain rogue trick, you can get a lot more bang for your buck.

Burn One Down For Me


In case you haven't dug through the lists of rogue tricks out there, there's one simply called Bomber. It allows you to make bombs as per the alchemist class feature, except that they deal damage equal to your sneak attack when they hit. And normally it doesn't allow you to add your Int modifier to the damage, but since you're an Underground Chemist, you have that as a class feature. Of course, the truly damaging part is when you catch an enemy flat-footed with your bomb. Because that is a two-for-one blowout.

So much for Vlacuul the Dread Necromancer. Next?
The sweet spot for this trick is when you can hit someone with one of your bombs under the conditions where it qualifies for sneak attack. Whether that's by having an insanely high Initiative modifier, downing a potion of invisibility, or just going for a target who can't see in the dark once you've snuffed the lights, you're essentially hitting them for double your sneak attack damage (once for the bomb itself, and once for the actual sneak attack with a splash weapon), plus your Intelligence modifier, in addition to any other feats and abilities you have. Even at 4th level, that can pack a punch. At higher levels, that could be on par with anything the evoker is going to throw out in terms of sheer dice volume.

Keep Your Options Open


While the combination of Bomber and Underground Chemist is a match made in some fiery, napalm heaven, it's important to remember that fire resistance is one of the most common varieties you're going to come across in the game. So remember to keep a variety of elements on hand, and to ensure you have an extra trick or two up your sleeve to ensure you're never out of options. Because, as any alchemist who's fought a demon will attest, you need something to fall back on.

That's all for this week's Crunch topic. While I haven't had a chance to put this particular trick into play just yet, I'm sure I'll share how well it worked. For more content, check out my Vocal archive, or head over to the YouTube channel Dungeon Keeper Radio where I work with other gamers to bring the world of Evora to life. To stay on top of all my releases, follow me on Facebook, Tumblr, and Twitter. And if you'd like to help support Improved Initiative, then either head over to The Literary Mercenary's Patreon page to become a patron, or Buy Me A Coffee! Either way, I'll send you some sweet gaming swag as a thank you for your help.

Monday, February 19, 2018

The Unexpected Ninja

The ambassador waddled up the lane. He was a fat man, with his belt stretched garishly over his girth. He had a smile on his face, though, and smelled of lilac perfume. He wished the guards a good evening, then leaned in conspiratorially.

"Be careful now... I have heard there are ninja about!"

The ambassador let the word hang on the air for a moment, before letting out a rolling belly laugh. He clapped the guards on the shoulder with his pudgy, beringed hands, and they let him inside. He was shown down the hall, and in time found himself sitting across from the governor. The man poured tea for the two of them, and the ambassador thanked him. They talked, and the ambassador refilled their cups several times. The governor's eyes began drooping, and that was when the ambassador slipped the blade from behind his belt, and cut the man's throat. As the governor bled out, the ambassador smashed out the window, then screamed like a castrated goat, and pissed himself as he crawled into the corner beneath a table. When the guards found him, he babbled incoherently about an assassin in black. He made an ugly, cowardly sight of himself as he was led away. The last thing he heard was that a detachment of men was to escort him back to his own embassy, and to be on the lookout for the murderer.

Yes... yes, indeed, inform me when the blackguard has been found!

You Never See Them Coming


Ninjas, and their parent class the rogue, are well known for their stealth and their guile. But it takes a career operative to truly appear to be something they're not. To completely embody their social camouflage, and to build an entire life around that misconception... even if it's only for a little while.

That's far from an easy thing to do... but there are a lot of ways you can pull it off.

The easiest way is to take the path outlined in the opening story. Set your ninja up as the party face, and do so in such a way that they are seen as completely harmless. Even cowardly, to need so many bodyguards to hide behind. You may be a noble, come to discuss things on behalf of your family. You might be a diplomat holding a similar role for a government. You might tell people you're a merchant, or even the master of a performing troupe. Whatever your cover identity is, though, it needs to be something no one will see as a threat. A bumbler, a stooge, or even an airhead with a single, viable skill.

So how do you play the other 98% of the time?
 
The inherent challenge of the unexpected ninja is that if you allow your competence to be seen, you've blown your cover. Much like how it was said children would be told to spin tops or toys in front of people as a ninja test to see if they nimbly dodged aside out of reflex, or if they would stumble and trip. So who is your ninja purporting to be that they can still do things necessary for their mission, without undermining their cover?

Well, one way to keep your hand concealed is to become a performer. A singer, a dancer, a storyteller, etc. All would be charismatic travelers, and they have a perfectly good excuse to be somewhere. And many of them will be asked to perform for important people. Alternatively, a level dip in fighter for proficiencies and feats would allow you to claim you were a simple man-at-arms. Of course, no one would expect you to be traceless, to have ki powers. And, if you were going to utilize your other abilities (and pull out your hole card when the time is right), you could easily do so while disguised if you still needed to preserve your cover as a simple soldier.

While this sort of concept can be adequately reproduced with a vigilante, the key for that class is that you need to be in a relatively stable location to build your reputation. The unexpected ninja, though, does not want a reputation. They do not want to be known at all. They simply want to run a con, if a con is needed, as a temporary identity (or just a convenient lie) can often stop people from looking at them too closely when there are suspicions going around.

Whether they claim to be someone about as smart as the battle ax on their belt (so they can listen in on conversations the speakers don't think they can understand), or they protest they would never hurt a fly (while secreting a half dozen poisoned blades on their person), a good ninja makes sure no one knows who they are or what they can do until it's truly too late.

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!

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!

Friday, May 26, 2017

How To Get The Most Out Of The Surprise Round (In Pathfinder)

Nine times out of ten, the surprise round is something you want to avoid as a player. Commonly thought of as an ambush, page 178 of the Core Rulebook describes the surprise round as something that happens when some, but not all, of the combatants are aware of one another. Those who are aware get to act, taking either a move or a standard action, and those who are not aware get to stand there, staring gormlessly at nothing. If you're not acting, you're also flat-footed, which is why the surprise round is a field day for enemies with sneak attack.

Easier to hit AND 6d6 bonus damage? Oooh... that's gotta hurt!
Now, it's possible to negate some of the pain of the surprise round by making Perception checks, moving stealthily so your ambushers don't know you're coming, and by getting Uncanny Dodge so you can't be caught flat-footed... but that still puts you on the receiving end of the surprise round when it does happen, which is not where you want to be.

But what if you could take control of it? Even when you weren't the one leading the ambush?

Step #1: Act in The Surprise Round


The first step in this process is to choose a class that gives you the ability to always act in the surprise round, even if you normally wouldn't be able to. This is not a common ability, but there are several, notable archetypes that grant it. The diviner wizard is the most common, and you gain it as your 1st-level school power. However, there's also the sohei monk (which gains this power at 1st-level), the fearsome defender barbarian (which gains it at 5th-level, though they always act last in a surprise round), the grand marshal (which gains it at 2nd-level),  and the thronewarden (who can act in the surprise round as long as they have at least 1 grit point starting at level 2), just to name a few.

This is only the first part of the combination, though.
Whichever option you select, it's important to remember this is a multiclass concept. Because acting in the surprise round is fine and dandy, but you need to be able to do more than just take a standard or a move action to really get the most bang for your buck. That's where step two comes into play.

Step #2: Add Four Levels of Rogue


The next thing you need to do is mix-in some rogue. Not just any rogue, though. The bandit archetype gives you the 4th-level ability Ambush. This states that when you can act in the surprise round you can take a standard, move, and swift action, rather than just the normal standard or move action normal characters get.

So, in other words, you turn the surprise round into a full turn.

That's when the mayhem starts.
Ask yourself how many times you just needed one extra action to stop an ambush before it started. How many times did you have just the right spell to block line of effect for those archers, or just the right scroll in your pack, but you couldn't react quickly enough to get them. Alternatively, how many times have you looked at the rogue talent Surprise Attack and thought it was useless? After all, what's the good in enemies being flat-footed to you during the surprise round if you can never act in it?

Now you know.

Step Three: Putting It All Together


Multiclassing always leaves you with some mechanical weaknesses, but it's important to ask how you plan on using these abilities. For instance, are you going to play an arcane trickster whose uncanny reflexes always seem to let them evade danger? Especially if it means adding 2d6 sneak attack onto any spell with an attack roll in the surprise round? Or would you prefer a sohei bodyguard, who makes sure to engage the enemy before they can get close to his charges? Or a reformed bandit that's now a grand marshal, whose guns always seem to be firing before bushwackers can so much as clear their holsters?

There are all sorts of options you have available, but the goal should always be to make the most of the surprise round. If you do it right, your DM might even re-think using ambushes as a tactic.

That's all for this week's Crunch installment. Short and sweet, but it's a simple trick that doesn't take a huge text block to share. If you want to stay up-to-date on all my releases, simply follow me on Facebook, Tumblr, and Twitter. And if you'd like to help me keep my head above water, and keep doing what I'm doing, head over to The Literary Mercenary's Patreon page to become a patron today. All it takes is $1 a month to buy my everlasting gratitude, and to get yourself some sweet gaming swag.