Showing posts with label summoner. Show all posts
Showing posts with label summoner. Show all posts

Saturday, June 20, 2020

Strategic Use of "Summon Monster" in Pathfinder

Most Pathfinder players have come across the summon monster spell list at some point in their careers. Whether it was dealing with a campaign villain who called upon summoned creatures to fight for them, or as a spellcaster who attempted to do the same, it's a fairly common spell. Given that it takes a full-round action to cast (in most cases), and that the monsters one can call never seem to be quite up to the task of carrying a fight, it tends to feel like a subpar use of one's actions in combat unless you have some serious time to prepare.

However, with a little bit of strategy, this spell (and class features or spell-like abilities that mimic this spell such as the one gained by summoners, and by clerics and warpriests of certain domains) can make a huge difference when it comes to how difficult a battle becomes.

Let's get crafty, shall we?

Giving Your Summoned Monsters a Hand Up


When most of us think of summoned monsters, we tend to think of front-line baddies that stand between us, and our enemies. Whether they're as bodyguards for you, or for the bad guy, they exist on the field for a round per caster level, or until they're beaten down to the point that they poof out of existence. And in some circumstances a summoned creature can act as a battering ram, hammering into an enemy's formation and wrecking havoc.

But it is very rare that a summoned monster is going to prove more powerful than you and your companions. At least without a little help.

You called me all the way up from hell for this?
For example, let's take a low-level summoned monster like a lemure. This devil's natural attack isn't anything to write home about (it does a d4 and some change damage), and its bonus to hit isn't that great. However, it's got a pretty beefy chunk of hit points, and it's got damage reduction that's going to be tough for low-level enemies to overcome. It's also immune to fire and mind affecting effects, and it has the see in darkness ability that will allow it to function even in magical darkness.

So, in short, we have a meat shield. It's not likely to do a lot of damage all on its own, but it can take a pounding.

But let's say your party has a bard, or a skald. If their music starts going, the lemure is going to get the bonuses from song of courage or the raging song along with other allies. If the sorcerer casts haste, then the lemure can get all those benefits, too. If the tiefling in the party casts darkness on themselves, the lemure can wade right in hacking and slashing without being negatively affected by the lowered light condition in that area, but while also benefiting from the miss chance on attacks that target it.

As I said in Vulgar Displays of Power: Tips For Getting The Most Out of Your Magic in Pathfinder, if your party is slinging around buff spells that improve all your allies, you're going to quickly notice that your summoned creatures are far more effective when they get caught in the power up fields.

You Don't Always Need The Biggest, Baddest Bruisers


If you are willing to crunch the numbers, and to memorize all the creatures you could summon at any given level, you will likely be able to select something that is appropriate for any particular fight. However, it's important to remember that summoned monsters don't necessarily have to be front-line combatants. Sometimes they are the ones who provide support.

Worry not... I am here to help.
At their absolute most basic, a summoned monster can provide important positioning bonuses on the battlefield. Even if it's something small, it still threatens a space. That means the creature can move into a flanking position, granting an ally a +2 bonus to hit their target (and, if the ally is a rogue, a slayer, etc., ensuring the ally gets their sneak attack off). The monster may not be able to hit the enemy's armor class, but they could use the aid another action to provide an additional +2 to either the ally's armor class, or their next attack.

That last one can get particularly nuts if you have several small monsters all providing aid another bonuses.

Sometimes you'll actually get more bang for your buck using a monster's spell-like abilities, or their senses to help you on the field. A hound archon, for example, has an aura of menace that goes off automatically against any enemy within the area of effect, and if they fail they're shaken until they hit the archon. That can provide a serious benefit if you need enemies to fail some saving throws. More importantly, a hound archon is one of several celestial creatures who permanently exude an aura that acts as magic circle against evil. So if your allies need bonuses against attacks from evil creatures, or you want to be sure that no mind control effects can take hold, a hound archon is an ideal ally even if all it does is stand nearby and supervise. When you add in that you can summon it into the thick of the battlefield, putting itself and its aura where it's most needed, that can be a particularly useful trick.

Especially since it frees you up to cast other spells, and take other actions on your turn.

Also, though it can sometimes make us feel bad, let us not forget that sometimes the most important role a summoned monster can serve is to take the hit so that the PCs don't have to. Whether it's opening a door you know is trapped, or running straight into an attack of opportunity so the fighter can close on their turn, it's important to remember that sacrificing a pawn can often net you a much bigger advantage in the larger game of strategy between you and your enemies.

And if it helps, summoned monsters don't die when their hit points run out. They just poof back to where they came from, which can make for interesting roleplaying between you and your occasional allies when you call on them once more as I mentioned in Make NPCs Part of Your Story (It Makes Everything More Interesting).

Preparation is The Key


When it comes to getting the most out of your summoned monsters, you need to make sure you bring the right monster to the right fight. If you need a tank, if you need a shield, if you need a striker, or if you need a flanker, it's important to keep note cards on-hand with the most appropriate monsters so you can just whip them out at a moment's notice. Feats like augment summoning won't go amiss, either, if you intend on calling on others to do your fighting for you. Just remember that enemies may have protection from X spells as well, which can limit your monsters' abilities to close with them.

However, just as important, is discussions among your party about strategy, and what you can do. Because you might be able to pull an army out of your hat... but if you can get the bard, the skald, the cleric, the sorcerer, or any others with buff spells up their sleeves to wait until you field those allies, the sum of your spells together is going to be a lot more impressive when all is said and done.

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 sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now on Pinterest as well! And if you'd like to help support me and my work, consider Buying Me A Ko-Fi or heading over to The Literary Mercenary's Patreon page to become a regular, monthly patron! Even a little bit of help can go a long way, trust me on that one.

Monday, February 17, 2020

The Field Commander Conjurer

Shaheen Redoras watched the battle line from atop the hill. Below her was the slow grind of attrition as the enemy pushed back the line step by step, leaving blood and bodies in its wake. The men were holding, but only by the skin of their teeth. Next to her Captain Fandras was chewing on the ends of his mustache. She could feel his silent demands, but the time wasn't right just yet.

Then the line broke, and the foe committed themselves to the charge. They roared through the gap, feet pounding and blades upraised. Shaheen smiled. It was a sad smile. She'd hoped it wouldn't come to this, but she knew that sooner or later it always did.

"To me," she bellowed, hammering her staff into the ground. "Rise to me you pit-born jackals!"

She barked the names and ranks in an unbreaking tide of words. There was no pretty ritual to her calling; no chalked runes on a slab of stone, or an upraised knife for a sacrifice. Those things were for one begging a boon... Shaheen commanded, and hell rose to meet her.

The only warning the enemy had was the smell of brimstone, and a sound like the striking of a match. Then the fiends were upon them. Roaring beasts with shards of bone jutting from their fists tore apart the enemy's front line, and winged creatures with the bodies of women and eyes of fire lanced into those behind with arrows from above. Skittering hellhounds harried the flanks, tearing and scorching anything they came into contact with. Holding a finger to her ear, Shaheen roared her orders, directing the devils by name to where they would do the most damage.

Conscripts they might be, but in her hands they were a precision machine that quickly turned a sure victory into a rout.

Fall in, maggots!

Conjuring The Cavalry


Magic is one of the most potent forces in most fantasy settings, and as such it has the potential to act as the main mechanic of an arms race. From evokers acting as living artillery batteries (as we saw in the Military Grade Evoker), to necromancers who can command legions of undead troops, to abjurers who can shield troops from harm, magic is of prime interest to those that deal in war.

Which is why a conjurer who can make tactical decisions with the minions they call forth from the ether can be a literal one-caster-army.

Page 875, devil dogs somatic component: Oorah!
The advantage that conjurers have is they can call on a variety of creatures to suit the needs of a particular engagement, as long as they have the time and knowledge to call in the proper reinforcements. However, matching the creature to the conflict is only one skill the field commander needs... the other is strategy.

For example, any conjurer can summon a squad of celestial warriors... but can they direct them to use their abilities in conjunction with one another? Can they make the best possible use of flanking, or aiding another, and of providing a shield? Even something as simple as making grapple checks, executing a trip, or using conjured creatures that can fight in ranks (one in front, one with reach behind them) can be a huge boon.

To really bring this concept home, though, it's important to ask who the conjurer fought for, and what troops answer their call? You can also get a lot of mileage out of what sort of relationship the conjurer has with their summoned creatures, and how they respond to being press-ganged into the action.

For instance, is the conjurer one who sings the celestial hymns of war, bringing forth angels they've fought side-by-side with through several battles? Someone who has earned these beings' respect and loyalty? Or is this conjurer one who summons beasts, howling with the pack or bellowing with plane-touched bears? Do they bend demons to their will, or cow devils who fear that if the conjurer does die then they'll be placed so high in hell's hierarchy that these unwilling troops will still have to follow their orders?

While this concept can work with summoners and druids, as well as with conjurers, the key is to incorporate strategic summoning, military experience, and the relationship with the creatures being summoned. Once you have those three elements worked out, you've got a unique version of this idea. Whether your conjurer is an eager young officer testing their skills in the field, or a jaded ex-soldier who left the life and has turned mercenary, you've got something unusual to contribute to the party's endeavors!

Additional Resources


If you like the idea of the field commander conjurer, you might find some of the following resources to be helpful in filling out your character's background, history, and personality.

- 5 Tips For Playing Better Wizards: One of my more popular 5 Tips guides, it's important to remember that not all wizards are stodgy scholars in long robes. There's also 5 Tips For Druids and 5 Tips For Summoners, if you're going down those paths instead.

- 100 Knightly Orders: If you're looking for an order to command your PCs loyalty (or whom they'd one day like to join), then organizations like the Masters of the Unbreakable Chain might be just what you're looking for. Or if you'd rather be a little less scrupulous, in 100 Random Mercenary Companies you can find groups like the Acolytes of Arannis, which employs mages of all varieties to win the field of battle.

- 100 Fantasy Battle Cries (And Their Histories): From ancient warrior-philosophers, to elite mercenary companies who've been dead for a millennia, these battle cries add a touch of flavor to any warrior. And if one is to lead, it never hurts to have a signal for your troops that it is time to fight.

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!

Sunday, July 21, 2019

Air Support in Pathfinder: 4 Ways To Get Your Party Airborne ASAP

Flying is one of those things that happens in every Pathfinder game, sooner or later. Whether it's for epic dragon fights, or so you can avoid the deadly bastions of an enemy fortress, the ability to add a third dimension to your party's combat and movement capabilities is a game changer.

The question so many parties face, though, is how do you get into the air?

All right, Ragnar, we just have to get this rope around his neck...
Most of us are content to wait until we hit mid to high levels before we can finally start flying around. And while there are plenty of abilities like bloodline powers or racial feats that kick in around 11th or even 15th level, that's not what this week's installment is about.

Because if you really want to get the most out of being able to defy gravity, then you need to get your hands on that power as soon as possible. So the following methods are meant to get you high in the sky before you hit 6th-level or so. Also, we're looking for permanent ways for you to fly whenever you want to, rather than just for a few minutes when you happen to be in a fight.

Now then, on with the list!

Option #1: Character Race


Some of us are just born lucky, I guess.
One of the appealing traits of fantasy races is that they offer unusual capabilities or helpful bonuses. Some races even grant you a natural flight speed that you have at creation. Your maneuverability will vary, and you'll have to make a lot of Fly skill checks, but the ability to be high in the sky from level 1 onward grants you serious advantages that cannot be overstated. From ignoring difficult terrain, to staying out of the reach of melee-focused enemies, there's a lot to be said for those who can take wing using just what the gods gave them.

Some of the options you have include:

- Gargoyles: According to the playable stat block in the Advanced Race Guide, gargoyles have a natural fly speed of 50 feet. While most DMs probably won't let you have a gargoyle, it is one of the most powerful natural fliers out there.

- Strix: Also statted out in the Advanced Race Guide, the strix is probably one of the most commonly-denied races players have requested. With a natural fly speed of 60 feet, or 20 feet if they have the wing-clipped trait, most dungeon masters view strix as a flying monkey on their backs. If you get one, hold tight and have fun!

- Wyvaran: Paizo's answer to the Dragonborn, the wyvaran is another race that got a lot of attention in the Advanced Race Guide. They have a 30 foot fly speed, but their maneuverability is absolute crap. Fortunately, a high enough investment in the Fly skill can help you get around that minor inconvenience.

- Gathlain: These small-sized, woodland-looking creatures have a surprising among of speed when it comes to getting into the sky. With a 40 foot fly speed, but rather crap maneuverability, you can do quite a bit with them if you can persuade your DM to let you have one.

- Aasimar: While most people are familiar with the Angelic Wings feat aasimar can take later on in the game, there's actually an alternative racial feature that grants them a 20 foot natural flight speed at creation. It's a feature that shows up more than once in my most recent collection 100 Unusual Aasimar, and while it isn't the best speed, it can be boosted through any spells and other items that increase your character's base speed.

- Skinwalker: Skinwalkers debuted in Blood of The Moon, and the Bloodmarked variety have the ability to take Bloodmarked Flight once their BAB hits 5. This adds flight to their list of features they can use when they transform, and their transformations last basically as long as the player wants, making this a solid contender for full-BAB characters with an open feat slot.

While not being added to this list, honorable mention goes to the tengu. Their ability to glide and thus prevent falling damage is very useful in an aerial campaign, and the feat Tengu Wings allows them to grow functional wings for a short period of time per day, but it's not enough to keep up with the rest of the options in this section.

Option #2: Animal Companion


Mount up, loser, we're going adventuring!
Animal companions tend to fill more of a tank role, with bears and wolves as some of the standby favorites. However, there are a lot of animal companions out there that can fly... and some of them start as Medium-sized animals! The vulture is one of my favorites for this purpose, but there are one or two others on the list.

This is ideal if you're a small-sized druid, ranger, hunter, or other class that naturally receives an animal companion. You could even use it for clerics with the Animal domain, or those who take feats like Animal Ally out of Faiths and Philosophies. If you don't get a full druid level to advance your companion, then taking the feat Boon Companion out of Ultimate Wilderness is a smart idea. And if you want to play a Medium-sized character, but still want to fly, then you should consider the feat Undersized Mount out of the Advanced Class Guide. There are also some ranger archetypes that get flying mounts, like the hippogriff rider, if you're willing to wait a few levels to claim your sleek ride.

Generally speaking, we're looking at level 1 and level 4 respectively for animal companion flight, which isn't too bad. Provided, of course, you're not too big for your animal companion to haul you aloft.

You need to make sure your animal companion is properly trained so you can ride them, you'll likely need to get the proper saddle made for them, and you might want to take some mounted combat feats to help you run and gun through the skies. If you're going to be shooting from the saddle, that gives you penalties, so it's a good idea to take Mounted Archery. If you're going to be casting spells from a moving mount (as opposed to casting before or after your mount moves), that forces you to make concentration checks, which is also something to keep in mind.

Option #3: Familiars


Oi! Make with the magic already, Mephisto!
We tend to think of familiars as delicate little flowers to keep protected and safe... but you can turn them into a harrier, and rain death from the skies if you want to. With the right options, a familiar can make a perfect perch for an evoker who wants to provide fire support from a distance, or for a conjurer who wants full access to control the battlefield like it was a chessboard.

But how do you make such a tiny animal something you can ride on?

Well, this is another lovely present from Ultimate Wilderness. Because in addition to animal companion archetypes, the book also gave us familiar archetypes. The one you're going to want most for this plan is the Mauler. These familiars are always dumb and aggressive, but that's exactly what you want in a battle mount. At level 3, they can grow to a medium-sized version of themselves, which makes them easily able to be ridden by smaller casters, or by Medium-sized ones with the right feat.

If the idea of a half-mad gnome evoker riding a hawk the size of a condor into battle, blazing bolts flying from his hands as he and his familiar screech in triumph appeals to you, then this is definitely the direction you should be going.

This isn't just an option open for strictly arcane casters, either. If you take Eldritch Heritage in Ultimate Magic for the Arcane bloodline, then that grants you a familiar. You could also take the feat Familiar Bond out of the Familiar Folio, if you want something a little more expedient but which is much more useful for a melee class that just needs a familiar that can become a mount. And, of course, there is a magus arcana that grants you a familiar, as well as several other paths to acquiring such a bonded companion.

The thing to remember is that your familiar/mount needs to be able to carry you and your gear, and that you need the proper skills to ride it the same way you would any other mount. As it grows in level, though, it will gain more natural armor, and Maulers will also gain damage resistance when they hit higher levels. And if you are a caster, you can share spells with your familiar, allowing you to buff it up to become even harder to hurt, and giving it other capacities while it carries you through the battlefield.

And if you take a dip into a different class, Boon Companion works for your familiar just as it does for an animal companion.

Option #4: Eidolon


You didn't forget about me, did you?
The summoner is known for making terrifying tanks via their eidolons, but it's also possible to give yourself a flying mount pretty much right off the bat if you invest the points. A base avian form, and a small-sized summoner can be a deadly combination. Especially if you add in some other traits that let the bird blast from a distance, or if your summoner gets hold of the right scrolls, wands, and other spells to provide the right kind of support from their place on-high in the sky.

Unlike many of the previous options, eidolons are one of those things you can't really tap into from other classes. So for this one, being a summoner is really the way to go.

Make Sure You Bring Your Squad To The Right Campaign


Before you get too caught up in designing your ideal aerial wing, there's one last thing to keep in mind when it comes to these ideas; fliers need room to fly!

It sounds obvious, but it's one of the reasons I wanted to bring an airborne party to a game like Giantslayer, rather than one like Emerald Spire. Because while there may be times in the former adventure path when the party finds themselves underground, or constrained within a relatively small arena, there will be plenty of opportunities for high-flying shenanigans, ranged games, and all sorts of airborne adventures. Whereas in the Spire... well, you're inside all the time, often in cramped, narrow, dungeon-crawl style halls. Not the best place for a halfling wizard named Iceman and his hard-eyed arctic hawk Mauler.

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.

Saturday, June 9, 2018

Unusual Characters: Alistair "Lefty" Rockhammer

About once a year or so, I get an itch to write about a specific character in this section, rather than just talking about an archetype that breaks conventional RPG stereotypes. A character who stands out to me, in some way, and which I think folks would be interested in. In this case, I thought I'd share the fellow I drew the last time my craft night group got together. Because if you've got a picture, you should have a thousand words or so to go with it.

The Story of Alistair "Lefty" Rockhammer


Dwarves have their stereotypes. They're hardy, taciturn, industrious folk who keep to themselves, bear long grudges, and who tend to be miners, craftsmen, and artists in their own, unique ways. Or, at least, that's what folks who don't live among dwarves tend to think of when they come up in conversation. But, like any people, they are unique and varied, with outliers even among their own cultural norms.

One of those outliers was Alistair Rockhammer.

G'day all.
 
Born in the Sky Citadel of Kraggodan, Alistair was a middle child of three. His father was a smelter, and his mother a wizard who specialized in the repair and maintenance of enchanted items. They were well-to-do enough that the children were allowed to pursue their own paths... which in Alistair's case was mostly causing minor mischief and avoiding anything that remotely looked like work. As he grew, though, he developed a peculiar talent; he could always tell when something was genuine, or fake. No fool's coins ever made it into his purse, and he made a small name for himself in detecting forgeries. Of course, he couldn't stay on the straight-and-narrow for too long, and he eventually started vouching for poor-quality items that he knew were fake. This tanked his reputation, and he managed to leave Kraggodan one step ahead of the scandal.

As a young dwarf with little in the way of trade skills, Alistair had to rely on his wits to see him through. He managed to make his way through Nirmathas relatively unscathed, and he took passage with a caravan into Varisia. With barely two silver pieces to rub together, he found himself in Korvosa. While he hadn't been much of a trail hand, and he was an even worse woodsman, Alistair knew cities. There was opportunity there, if he followed his nose.

Time in The Acadamae


Alistair made friends in Korvosa, and part of his trade was picking the wheat from the chaff in the black market. His uncanny talent for spotting a forgery served him well, but he also came into contact with several students from the Acadamae's Hall of Crafting who were trying to offload their work. Many of them had been technical successes, but the spells had been woven just a little too poorly to do what the creator wanted. Knives that grew sharper in darkness, shields that would only safeguard those with elven blood, or rings whose protective powers faded at sundown. Alistair helped find homes for all of them, while sniffing out the fakes, phonies, and utter failures.

One of his clients, who had a particular proclivity for shiver, was always running low on funds. So when he'd run out of goods, he offered Alistair something else; admittance and protection in the Acadamae.

Give a man an enchanted item, he profits for a day. Teach him to enchant items, well...
 
On a lark, Alistair accepted his acquaintance's offer, despite the fact that he was older than any three or four students combined. With his eclectic knowledge of magic, and his grifter's mind, Alistair quickly carved a niche for himself in the Acadamae. Dealing in rare spell components, connecting tutors with hopeless cases, and even managing a short-lived imp-control service installing wards on student dorms in exchange for future services. While he was never what one would call a brilliant student, Alistair managed to do well enough that he was never thrown out of the Acadamae. It helped that there always seemed to be a student or professor who spoke up for him, though their endorsement often came as a result of cashing in a favor rather than from affection or admiration.

For all he'd learned while a student, though, Alistair hadn't truly changed since he'd fled Kraggodan two steps ahead of having "slag" appended to his name. So when it came time to complete his summoning to prove he'd truly mastered conjuration, he cut a corner or two. So while he managed to summon an impressive specimen, he wasn't quite able to contain it properly. While not unusual in the Hall of Summoning, Alistair managed to banish the thing before it could do too much harm... but not before the fiend's teeth mauled his left hand, leaving him with a barely-functional stump.

Alive, if maimed, it was decided that he'd done well enough to be considered a graduate (with the urging of many who wanted him out the door with as little pomp and ceremony as possible). Once his wounds had been bound, Alistair left the Acadamae... but not before conducting one, last ritual. Something small, and simple. Because every good conjurer of cheap tricks needs a partner in crime... and when Alistair heard of a fellow classmate whose sickly green rabbit wouldn't stop spitting acid globules at him, the dwarf knew he'd found a kindred spirit. He just had to bind them together before taking the next step in his journey with his new friend Hoptail.

Time For A Change


Losing his hand had been a blessing in disguise for Alistair. With an iron hook affixed to the stump, he found that magic was the best way to handle the challenges of his everyday life. As such, even spells that would once have been a trouble for him became second nature. Aside from growing more skilled, and acquiring an acid-green rabbit with a chip on its shoulder who always seemed game for a bit of smoke and mirrors, Alistair decided to really see what else the Inner Sea had to offer. Whether he was a mountebank in a carnival, a journeyman wizard leaning on the reputation of the Acadamae to open doors for him, or just a treasure hunter looking for the next big score, Alistair "Lefty" Rockhammer is a man who wears many hats.

If you enjoyed this, you should check out the previous two characters I wrote up specifically:

- Dweren Dragonsblood (dwarven sorcerer)
 
Also, don't forget to stop in and check out both my 5 Tips For Playing Better Wizards, as well as my 5 Tips For Playing Better Dwarves!

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, September 1, 2017

The Avatar Summoner

"I don't see why we listen to that twisted little fetchling," Thiana said, idly tugging at the steel hoop through her lip. "We are the chosen of the Midnight Lord. We do not bow to a shadow from the Uskwood."

"Thiana, please," Zanders hissed, glancing round. "The dark has ears, and you never know who might be listening."

Thiana's scarred lips twisted, and she was about to retort, when they heard something. The scrape of steel on stone, and the rattle of chains. A figure who hadn't been there a moment ago leaned out of the shadows in the corner of the room. He was small, and slight, with wisps of black hair hanging in his too-pale face. Looming over him, wreathed in pure darkness, was the visage of a terror. A single red eye burned above a lipless mouth filled with fangs, and too-long, skeletal limbs clutched a barbed chain. The creature laughed; a harsh, rasping sound like a hacksaw hitting bone.

"Zanders gives good council, Thiana," the fetchling said, his voice far deeper than it should have been considering his thin chest. "What I hear, our Lord hears. I am his creature, and his doorway, into this place. But I do not need to remind you of that, do I?"

I am the gate, and the threshold, to darkness.

The Avatar Summoner


When it comes to drawing forth creatures from the ether, no one does it better than the summoner. Not only that, but an eidolon is a force to be reckoned with, especially since it grows in power along with its summoner. But what if a summoner contacted a being from the outer planes who was simply too powerful to manifest through the summoner all at once? A being who, metaphorically, could only poke the tip of its finger into our reality, as long as the summoner was there to act as his doorway?

Well, then you'd have what I refer to as the avatar summoner.

Yeah, that kind of avatar.
 
If you're not familiar with the term, an avatar is typically thought of as a manifestation of a deity in a physical, corporeal form. And often (though not always) an avatar is considered vulnerable. You can fight, and even kill, an avatar. That doesn't hurt the god who made it, but it can force them to re-establish their foothold on the material world.

Now take that concept, and apply it to a summoner's eidolon. The eidolon is formed at least partially from the summoner's own mind, but the entity they bond with could be practically anything. A forgotten aspect of a supposedly dead god trying to pull itself back to the material realm? That's a possibility. A powerful demon, a fiend, or even a celestial? Those are also options. Demigods, or beings from the outer fringe of the dark tapestry? You could do that, too.

The idea behind the avatar summoner is that there is a bigger story to their eidolon aside from, "this is an extraplanar creature that follows me around, and participates in my story." The eidolon is a glimpse through a keyhole at a being that is far larger, far more powerful, and potentially far darker, than it might seem. And as the summoner grows in power, then the gateway they make allows more and more of that entity to manifest on the material plane. First a finger, then a hand, then an arm, until the eidolon can draw on nearly the full power of the inhuman outsider who carries the summoner's soul in its pocket.

Recommended Mechanics


There are several ways you could mechanically represent your tie to a powerful outer being; even one worshiped as a god on the material plane (in a major or minor way). For example, taking feats that modify your eidolon by giving it more evolution points will allow you to increase its power, and help you bring across just how strange this tiny god is. If you're connected to an infernal or celestial creature, then feats like Summon Good Monster, or Summon Evil Monster, might show the influence your allegiance has on your magic. Traits like Possessed might mean your eidolon never really goes away, and that part of it lingers in your mind even when you sleep, or have its physical form dismissed.

It all depends on how weird you want to get with your character, and how deeply ingrained their connection is to their eidolon. You might even make them a priest who summons the hand of their god through prayer. Or someone who invokes ancient rituals to call forth a sliver of a faerie lord, or the shadow of an archfiend. The sky is the limit when it comes to just how far you want to go with the concept... though how much of what the character believes is actually true should be discussed with your game master.

For more inspiration, check out 5 Tips For Playing Better Summoners!

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, February 10, 2017

The Child Summoner

She could hear them stomping across the boards above her. Dangerous brutes with slavering fangs, she'd watched as they cut down her father and brother. Her mother hid her in the root cellar, and told her to be quiet. She was supposed to be too young to know what the sounds above her should mean, but she knew anyway. Over the sounds of her mother's sobs and screams, she heard the creatures snuffling, scenting her but unable to find her.

That was when her dolly started whispering to her.

We don't have much time, Marianna the raggedy little toy told her. Here, take this stick, and draw a circle.

Marianna did as she was bid, tracing arcane patterns she recognized but didn't know; shapes remembered from a dream. Dirt slid under her nails, and rocks rasped against her fingertip, but she didn't even think about slowing down. Not even when she bled into the design.

Now put me in the circle the doll said without moving her mouth, and repeat after me.


Yog-Sothoth kai. Yog-Sothoth phatagn!


The Child Summoner


When you picture a summoner, chances are your brain defaults to the classic spellcaster. Someone learned in the ways and practices of the arcane, and who has great experience with conjuration. But summoners are unique; they form a bond with a single outsider. What if it was the outsider who reached out to the summoner, and not the other way around?

There we go. Now, if you need me, I'm just a few minutes away.
 
Outsiders are powerful creatures, and there are a thousand ways they might reach out to the young and impressionable. The outsider might have had dealings with this bloodline for centuries, so it always knows where to find the next summoner. The child might live near a place that's thin, or which has acted as an anchor point for the outsider in the past. The eidolon might be viewed as a guardian of a particular tribe, and it chooses who it will bond with from the children of a new generation when the old summoner dies. There might even be a common dare, or a rhyme, that contains a nugget of arcane truth in it for the child who says it at the right time, in the proper place.

The eidolon might not manifest all at once, either. When the child is very young, they might play elaborate games with an imaginary friend. They might make up rhymes, or draw strange symbols. They might have cuts they can't, or don't want to, explain. But when they need their friend, they're always there. Whether it's to protect them from bullies, save them from animal attacks, or to stand between them and a pack of slavering raiders.

Good? Bad? Or Just Plain Ugly?


Outsiders are inherently alien creatures. They're inhuman, their very forms and essences require the summoner's mind and will to shape them in order to make them manifest in the world. But they also come from every segment of the alignment spectrum, and their goals can be noble, or monstrous.

As a for instance, a particular spirit could genuinely want to help its summoner. It forges a pact to grow with them, and protect them, allowing them to become more than the child had ever thought possible. The eidolon teaches it what it knows, and both he and the summoner go into the world. Investigators, righters of wrongs, and seekers of secrets, they are a pair to be feared by the wicked, and welcomed by those in need.

But what if the eidolon had an ulterior motive? To enlist his host in an ongoing battle against a rival outsider being fought on the material plane, for example? That rival is evil, and its machinations will lead to pain and suffering, but is enlisting the aid of a child soldier the way to do it? Or is that the sort of moral failing that bothers mortals, but confuses an outsider?

Or you could take it the other way. A spoiled, or bullying child might call an outsider who wants to nurture the seed of wickedness growing in him. Right now he is only capable of small evils, but with the aid of an eidolon, he could accomplish so much more. They could accomplish so much more.

What If I Can't Play A Child?


There are some DMs, and some tables, that aren't comfortable with characters who are still children. If that's the case, there's nothing that says you can't be a technical adult at this point in your adventuring career. Maybe it took the outsider time to persuade you, or you had to dig for the proper ritual because it couldn't just tell you. Perhaps it's been with you for years, helping you grow in strength until you could pull through enough of its essence to manifest it. The Possessed trait might be a good explanation for those voices, for example, and it might even allow you to maintain a tiny piece of your eidolon, even if it's not on this plane, if you're looking for a story hook.

There are all kinds of solutions if this idea appeals to you. Regardless, though, who wouldn't be terrified by a huge, ursine eidolon who looks like a child's toy tried to become a grizzly bear, and mostly succeeded?

For more inspiration, check out 5 Tips For Playing Better Summoners!

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, April 18, 2016

The D20PFSRD Open Gaming Store Wants to Help You Make Money

Are you a gaming blogger? Do you write popular, in-depth reviews on gaming books, rules, and settings that make your readers go out and buy books? Well, if you are, then the Open Gaming Store wants you as an affiliate marketer!

Yes you! No, not you... the pretty one!

What's Going on Now?


Perhaps I should begin at the beginning.

If you're a fan of Pathfinder, you've likely been to the D20PFSRD. It's the site that has a huge repository of information, including most of Paizo's published material, and a huge chunk of third party material as well. You're probably aware, too, that the site boasts the Open Gaming Store, which is the go-to place for many gamers who want to browse through big and small publishers alike.

The Open Gaming Store is currently accepting applications for affiliate marketers.

What is That, and How Does it Help Me?


I talked about this more in-depth in my post How To Make Money on Your Blog With Affiliate Marketing, but I'll give you a simple example for quick clarity. Let's say that you are an RPG blogger, and you are a fan of a particular third party book that doesn't get a lot of press. A book like The Demonologist, from TPK Games, which is all about an infernal-themed summoner archetype. You write an article about how cool the demonologist is as a class, and you put a link for people who want to check out the book. For every person who clicks your link, and then buys a copy of the book through you, the Open Gaming Store gives you a commission.

How big of a commission? 5 percent of the customer's purchase.

Be honest, you've raided dungeons for less than that.
That 5 percent might not sound like a lot, but it will depend directly on your readership, and how popular your particular post is. After all, the more people who check out your proposed character build for a devil-summoning spellcaster, the more people you expose your link to. And, if you're lucky, your readers will come to trust your recommendations, and they'll see what you have to say about a product before they get it. Which gives you a change to put your commission link in front of their faces before they go off and spend their money without your involvement.

You are being paid because you're helping the Open Gaming Store make money. The more they make, the more you make.

How Do I Get In On This?


If you want to roll up your sleeves and start making some commissions, then all you have to do is contact the Open Gaming Store, and ask to become part of the program. You fill out a simple form, and then boom, you're ready to get started.

Have you started yet?
I have, since you asked, Perturbed Swan. In fact, I've been poking around my dashboard for several days now, figuring out how all the gadgets work, and how I can incorporate them into my past and future posts here on Improved Initiative.

So, if you've been waiting until now to pick up some of the products I've had a hand in creating, why not get them through these links?

- Feats Reforged IV: My first major project from Total Party Kill Games, I went through all the feats in Ultimate Magic, and juiced them up a bit.
- Feats of Legend: The Celestial Feats: A list of 20 feats brought to you by myself, and talented designer Simon Peter Munoz. If you want angel's blood flowing through your heroes, this one's not to be missed.
- Feats of Legend: The Infernal Feats: A list of 20 blasphemous feats, used by devils and devil-hunters alike.
- The Demonologist: I already listed this one, but the Demonologist is too much fun to miss. If you're worried your DM won't let you have something evil in game, relax, yours truly created a good-aligned archetype for this hellraiser that's included in the book.

I'm sure this list will get longer, and quite soon. I'm wrapping up a lot of projects, and I can't wait to tell you all about them!

As always, I hope you found this week's Moon Pope Monday post informative. If you know anyone who wants to turn their hobby into an income stream, if not an actual career, make sure you spread the word! If you'd like to help fund Improved Initiative, but you don't feel a need to buy any new gaming books, then why not stop by The Literary Mercenary's Patreon page? All it takes is $1 a month for me to keep bringing you the sort of content you want to see. Lastly, if you haven't done so already, why not follow me on Facebook, Tumblr, and Twitter?

Monday, October 26, 2015

Hell Yes! TPK Releases "Feats of Legend" and "The Demonologist"

Normally I dedicate my Monday posts to helping promote others in the gaming industry, or to bring unusual bits of interesting trivia to the attention of my readers. This week, though, I'm giving the post over to complete self-aggrandizement because not one, but two, great products just came out from TPK Games with content by yours truly!

These must-have items? Feats of Legend: The Infernal Feats, and The Demonologist.

You know you want it!

What Are They?


I'm glad you asked, bold, italicized text! Feats of Legend is a small, ongoing feature that TPK Games recently embarked on. The idea is simple; put out a little collection of feats every month, each of them gathered around a theme, so that players can add a little extra oomph to their games. The first installment, The Infernal Feats, has 20 feats by yours truly. Future editions, like Undead feats, will also feature contributions from other RPG designers, both well-known developers and up-and-comers.

The Demonologist, though, is the meat to Feats of Legend's potatoes.

The Abyss yawns open at your feet, filled with legions of howling demons bent on death, destruction, and corruption. Most sane mortals oppose these creatures, using sword and spell to keep the madness of the pit at bay. There are some, though, who seek to harness the power of the Abyss, and the creatures who lie within it. These men and women, called demonologists, hold truck with terrible forces. Attended by powerful demons, and with all the ferocity and knowledge of their servants to hand, they can be valued allies, or dangerous enemies.

Just sign on the dotted line.
The demonologist is a level 1-20 base class that's an alternate version of the Summoner. Based largely off the Pathfinder Unchained rules, this book comes with history, feats, eidolon evolutions, class archetypes, and a variety of other tools to help bring the full power of the pit to your game. My contribution was a good-aligned demonologist archetype, which is meant to let players utilize the class under DMs who disavow evil characters.

And remember, even if the players can't have it, demonologists make for tasty antagonists as well!

As always, thanks for stopping in to check out my Monday update. If you don't want to miss any of my posts, then follow me on Facebook, Tumblr, and Twitter. If you'd like to help support me and my blog, then head on over to The Literary Mercenary's Patreon page to toss a little bread in my jar. There's a free book in it for you, too, if you become a new patron by the end of November!