Showing posts with label shadow. Show all posts
Showing posts with label shadow. Show all posts

Sunday, August 3, 2025

The Transformative Properties of Pain (Delving Into Zon-Kuthon, Slaanesh, and Others)

There are things that exist in our favorite fictional universes that can leave our skin crawling, and our minds rebelling. Things with mutilated flesh, who are seemingly unbound by moral precepts, and who are a dark mirror to many things we hold dear. They are not just monstrous, and not just evil, wicked, or blasphemous... they are alien. They are so removed from our experiences that the only way we can categorize them is to say they are insane... that only the mad would see logic in what these things are, and the actions they take.

Despite that, though, many of us feel drawn to them. We want to see more, to understand more, to experience more... and this is both the power of these things, and a cornerstone of what makes them what they are in many ways.

Because to desire, to want, is the gateway. And even if what lies beyond that threshold is pain, we will endure it precisely because of the want that made us open the door in the first place.

Come... I have such sights to show you...

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Pain and Transformation


Zon-Kuthon. Slaanesh. The Cenobites. The Godhand. Even my own god Tensa found in Gods of Sundara (available for Pathfinder as well as DND 5E). Our fiction, and our games, are full of creatures shaped by alien forces and impossible desires... things that corrupt you, twist you, and which bring their followers to the other end of madness.

And while that works well enough for antagonists in a story, things and people we want to see as cold, alien, and unknowable, it doesn't work as well for our characters. Because we need to understand them, and we need those around us to understand them. Which is why it's important to think of desire, pain, and the transformative nature of the experience that comes with these things.


Consider for a moment seeing someone in middle school or high school who is in their first official relationship. You've never seen anyone that happy, riding high on a fresh emotion that has them walking on air. And then when they have their first break up, it is devastating for them. They bawl, they kick, they scream, and they might even break things. To adults looking on, it seems so petty, and unimportant, because most of us have gone through this process many, many times before. We might remember what it was like when we went through this when we were children, but it's so far removed from who we are now that it often feels like it happened to someone else.

Going through that pain, and recovering from it, changed us. We shifted something in ourselves. Some of us heal, and some of us limp, but we continued on.

Alternatively, think of the original Little Mermaid. She was given legs, but every step was agony, akin to walking on razors for the rest of her life. A bargain she made with her eyes open because she wanted that so badly. She knew that to be changed would bring agony, but the change was worth the pain.

These are two halves of the same coin. On the one hand we have pain that transforms us, and on the other side we have transformations that hurt us. In either case, we will become a different person than who we were... and in some cases we may no longer even recognize what we've become. Or who we used to be.

This is a philosophical basis that can act as a starting point with characters attached to a philosophy of pain, darkness, or even depravity. However, it's important to remember that even in the case of a penitent being remade by the cenobites, or someone rising to become a member of Berserk's Godhand, the transformation doesn't begin with the dramatic final step... the transformation began down a long and winding road that led to where they wound up.

A Thousand Resurrections On The Path of Corruption


Even if you are not a drug user, you're familiar with the idea of building up a tolerance. The first time you take even the smallest dose, the drug hits your system like a freight train, and you feel it pretty intensely. And if you only indulge every now and again, that level of intensity will be your normal experience... but if you use a drug regularly, your body and mind will get used to it. You'll have to take more, and more, just to move the needle. It's why a child being allowed to have a normal caffeinated soft drink might be bouncing off the walls, while their aunt or uncle can drink 2 cans of Monster before they start to shake off feeling like they need a nap.

Alternatively, think of how muscles grow. When you exercise, you create a small tear, and when your body fills that small tear back in the muscle grows in size and power. This allows you to easily lift something that would have been far beyond your capacity even a few years ago, because you have slowly transformed yourself through regular rituals of suffering and self-inflicted pain.

And when we take these relatively mundane things, and apply them to a darker path, we begin to see how characters might walk into the shadows deliberately and with great purpose.

No one comes to sit where I do by an accident of fate...

Through a steady diet of pain, bloodshed, suffering, or even torturous rites, a character might become something new... something different than they were before. Perhaps they were seduced, as we see with hedonists who had exhausted earthly pleasures who pursued the Lament Configuration to experience the next level of sensation. Or they were told there was a way they could overcome an earthly weakness, but only if they followed the path of the Black Spiral, and reached the end.

If these characters simply swallowed a mouthful of this poison, it would kill them, or cripple them. But if they swallow a little at a time, over and over again, year after year, soon they would build up a functional immunity. This is how they might accept the early rites or requirements of these dark gods or strange philosophies, building up the tolerance, determination, and iron will that will see them through as they pass over the threshing blades that will tear them apart, and allow them to reborn anew.

Others may stare at them in horror. They may see what they're doing as an abomination, a desecration of morality, or a grievous sin. But they have not seen what the one on the left-hand path has seen. The naysayers have not walked where they've walked, and done what they've done. And while the dark pilgrim might try to explain these truths, there are certain experiences that words fail to properly convey. It is only through first-hand knowledge that one can truly understand what lurks beyond pain, and beyond the transformations it heralds.

And on a final note, those who haven't seen this article should check out my Pathfinder character conversion for the cenobite Pinhead!

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

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Sunday, July 17, 2022

Taking a Closer Look at Illusion Spells (in Pathfinder)

A while back I wrote a post titled Illusion Spells Are Far More Tactical Than We Give Them Credit For. While a lot of folks came away from that article with a new-found interest in this school of magic, a lot of people insisted that I was wrong on a fundamental level about just how useless this school of magic is in Pathfinder. As such, I wanted to take this week's update to talk about some of the incorrect assumptions a lot of us go into the game with when it comes to these spells.

Am I real? Reach out your hand, and find out!

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

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Understanding Illusion


Illusion is one of the more complicated schools of magic, because it isn't just one thing. Illusion spells are broken down into the following categories:

- Figment: Figments create illusory sensations. Everyone who sees a figment, hears a figment, etc., experiences the same thing. Figment food all seems to be the same food to observers, figment fire feels the same to those around it, and so on.

- Glamer: Glamers change and alter something's sensory quality. It makes something look, feel, smell, etc., different. This includes making things disappear.

- Pattern: Patterns create things people can see, but patterns affect the mind directly so that the image doesn't appear in reality.

- Phantasm: Phantasms create images that, typically, only the caster and the subject can see. This also reaches directly into the subject's mind.

- Shadow: Shadow illusions are quasi-real. So even if someone makes the save against a shadow illusion, a shadow creature can still hurt them, a shadow fire still burn them, etc., just not as badly.

Your world is what I want it to be.

As you can see, only two types of illusions (phantasms and patterns) directly affect the minds of enemies. So the most common complaint against illusions, them being they're useless against foes like constructs and mindless undead who are immune to mind effects, applies to only two of the five types of illusion spells. So you could still use shadow, glamer, and figment effects against those enemies.

The other thing to keep in mind is that saving against an illusion isn't done by just causally glancing at it, or hearing an illusory noise. An observer has to study the effect with some kind of focus, or otherwise interact with it in some way. That might mean running their hands over an illusory wall, standing and listening to the approaching snarls of a hellhound to realize it's on a loop, or putting their foot into an illusory fire. And even if a creature does interact with an illusion, that doesn't mean it immediately breaks... an illusionist with a good casting stat, feats to boost the DC of their spells, etc., can create illusions that fool all but the strongest of minds.

While there are lots of things that can give away an illusion, such as it not having a smell if a target has scent, or it not making any impact on the floor if a target has tremorsense, those tend to be specific scenarios that can be dealt with on an individual basis. And while true seeing allows one to see through illusions, that's either a 6th or 7th level spell, or a very rare creature ability. It's entirely possible to go a full campaign, and never once deal with a foe who has that ability... and when it does happen, that's when the illusionist reaches deeper into their bag of tricks for some non-illusory spells, or counts on the rest of the party to pick up the slack.

It's All About Creativity


Of all the spells in Pathfinder, illusions are the ones that are most left up to the spellcaster's creativity in terms of what they look like, smell like, etc. And a large part of their success is going to be based on how well your imagination can fit the scene, and what sorts of things you can spin out of thin air.

Illusions can create amazing disguises for the party, allowing them to look like a squad of prison guards while they're in the middle of an escape. It can create billowing clouds of smoke to hide the party from archers trying to draw a bead on them. It can create false darkness, blocking enemies' ability to see. Illusionists can even make things like ropes, bridges, bars, and more that are woven through with shadow, allowing them to support the party's weight long enough to get them to the other side of a chasm, or to help them get down from a high wall.

The question you face, as an illusionist, is how creative you can be. Because if you've got that, then the rest is just figuring out the best way to match the image in your mind to the spells you can drop on the board.

Before You Go, I Have a New Release!


There's not really a good segue for this, but I wanted to let my readers know that a supplement I've been waiting on has finally dropped! The third installment in what I've been calling my meta series, it began with 100 Tips and Tricks For Being a Better Game Master, and then followed up with 100 Character Goals and Motivations. But now I've got the third part of it out... 100 Tips and Tricks For Being a Better RPG Player!

I wouldn't have written it if I didn't think there were folks who needed it.

Much like the supplement that started this side series off, this player's guide is full of some of the best tips and tricks I've come across over the past decade of writing this blog, along with all my own experiences as a player. So whether you've found these supplements useful and want to check out the new installment, or this is your first time hearing about them, consider giving these books a look!

And if you've already got your copies, don't forget to rate, review, and share it around to spread the word! I've only managed to get two of them to Silver so far, and I'd like to push past Electrum and up into Gold if possible.

Like, Share, and Follow For More!


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.

Friday, February 14, 2014

Seen, Not Heard: Tips and Tricks for Stealth-Based Pathfinder Characters

One of the glorious things about roleplaying games is that players have a slew of options for solving problems. Do they approach the villains under a flag of truce and attempt to find a diplomatic solution to the problem at hand? Do they kick in the doors with steel swinging and magic blasting? Or do they sneak in, take what they need, and vanish like a shadow in the night?

I was never here.
For players who prefer the last option on the list for getting past plot and reaching the goal ahead of the curve, it's important to be as stealthy as you can be. This week on Improved Initiative we lay out a course for players who want to make sure the DM never sees them coming.

Race and Traits

For true stealth experts, you have to begin at the beginning. For those who want to play medium-sized characters the best stalkers are half elves and humans. The former because they receive Skill Focus (Core Rulebook 134) as a bonus feat, and the latter because they can take any sort of stealth-related feat as a bonus feat. For players who are all right playing a small-sized character such as a halfling, gnome, or even a goblin, all of them receive an inherent bonus to stealth because of their size.

Lastly, take at least one trait that offers a +1 stealth bonus, and which makes stealth a class skill for your character from that point onward. Conspiracy Hunter (Council of Thieves) is one example of an ideal trait for a stealth-based character.

Class

Technically speaking any class that offers stealth as a class skill can be quite stealthy. However, it's wise to choose a class that gives you additional, stealth-based abilities that will make you that much harder to find when enemies start rolling dice.

Ranger
There are four rangers in this picture. One is the tree.
Perhaps the ultimate camouflage expert, the ranger is the master of vanishing into the wilderness and never being seen again. In addition to all of the ranger's shiny feats and tasty tracking abilities, she gains camouflage at 12th level, granting the ability to hide in any favored terrain, and at 17th level the ranger gains hide in plain sight in any favored terrain, allowing her to hide even while being observed.

Rogue

'Nuff said.
The king of undetected entrances and unseen exits, the rogue is typically the first choice for a stealth-based character. A rogue's power comes from the rogue tricks these characters know. Tricks like fast stealth which allows a rogue to move at full speed without penalty, are useful, but pale compared to the advanced rogue tricks such as hide in plain sight, which duplicates the ranger's ability.

Inquisitor

Didn't expect that, did you?
While not typically what one thinks of when it comes to stealth, the inquisitor can move unseen with the best adventurers. While the class has no inherent stealth-based powers, inquisitors do gain invisibility spells, and they can gain additional concealment abilities based on their domain or inquisition. The darkness domain and ambush domain in particular can make moving around stealthily much easier on the individual adventurer. When battle is joined though, the inquisitor won't be left wanting.

Ninja

There are 27 ninja in this picture.
Arguably the heavy-hitters of the hide-and-don't-seek game, ninja are some of the hardest characters to find when they don't want to be found. With access to rogue tricks like fast stealth, and class abilities like no trace (which makes a ninja harder to track) as well as light steps at 6th level (where a ninja can move while barely touching a supporting surface) they're a cinch for the forerunner. Clinching the victory are the ninja tricks like vanishing trick which grants invisibility, and the advanced trick ghost step which turns the ninja incorporeal for a single turn.

Shadowdancer

Don't ask... just don't ask.
The end game of characters who like to play in the dark, the shadowdancer prestige class requires nothing more than 5 ranks of stealth, 2 ranks of perform (dance), and the feats Combat Reflexes, Dodge, and Mobility. These characters can vanish in an empty room with hide in plain sight active as long as they're within 10 feet of an area of dim light (excluding their own shadows), and it gets even more ridiculous with abilities like shadow jump, which allow the shadowdancer to turn any area of dim light into a dimension door. No lock picking or guard knock-outs required.

Feats

As with so many other areas of Pathfinder, feats are what transform a competent character into a paragon of ability. Stealth-based characters are no different, and it could be argued they need feats even more than some other builds in order to achieve peak performance.

Two more levels, and they'll never find me.
Skill Focus and Stealthy

Skill Focus (Core Rulebook 134) provides a +3 to the skill selected for it, which in this case is stealth. Stealthy (Core Rulebook 135) provides a +2 bonus on all stealth and escape artist checks. When the character has 10 ranks in stealth the bonus provided by Skill Focus goes up to +6, and the bonus provided by Stealthy goes up to +4. That's nothing to sneeze at.

Hellcat Stealth

Hellcat Stealth (Cheliax: Empire of Devils) allows players to make stealth checks in bright or normal light, even when observed, at a -10. This feat requires Skill Focus (Stealth), as well as 6 ranks of stealth, but it's a game changer for those who find they're always moving about in broad daylight.

Magic and Alchemical Items

Natural ability will only take you so far. That's why it's a good idea to stack the deck just a little bit in your favor by getting your hands on just the right tools for the job.
No I don't know what it is. Don't put it on your head.
Shadow Armor

Whether it's Shadow, Improved Shadow, or Greater Shadow armor (with a +5, +10, or +15 respectively), this armor helps make it that much harder to see and hear the wearer. This armor provides a solid bonus that makes previously impossible burglaries and sneak thievery quite possible.

Cloak of Elvenkind

A go-to item inspired by Tolkien's Lord of the Rings, this cloak (Core Rulebook 507) provides a +5 competence bonus on Stealth checks. It's important to remember that competence bonuses don't stack though, so pick the one that provides the biggest boost to your sneak score.

Dust of Disappearance

Rarely carried except for extreme circumstances, this dust is pricey for 2d6 rounds of greater invisibility. However, it renders the dusted creature completely undetectable by magical means, which is something that players should keep in mind when spending cash on backup items.

Scent Cloak

The only alchemical item to make the list (a more complete list of useful alchemical items may be found here), scent cloak makes someone harder to track by scent. They receive a +10 to avoid being tracked by scent, and if a creature does pinpoint the character in person the scenting creature can't determine an individual, unique smell. They know something is there, but not what or whom.

Closing Notes

This doesn't cover all a player's options for creating stealthy adventurers; but there's plenty of material here for a solid base. That said, players need to know what they plan to do with their obscenely high stealth scores in order to actually get anything out of these build suggestions.

Being able to sneak into an archmage's bedchamber undetected, or to vanish without a trace from a prison cell is a useful ability to have. Not every situation calls for such extreme stealth though, and the silent stalker will still have to figure out how to coordinate with the rest of the party. Make sure, before dumping so much time and effort into building a ghost, that your concept is going to fit into the game and that you'll get to do the things you've built your character to do. Just because you can, it doesn't mean you should.


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