Showing posts with label use magic device. Show all posts
Showing posts with label use magic device. Show all posts

Monday, December 30, 2019

DMs, Provide Options For Characters With "Useless" Skills (in Pathfinder)

Skill checks are some of the most common rolls we make in our games, and generally speaking if a player invests points into a skill it means they intend to use it as part of their character. However, too often DMs will just ignore the variety of options, and ask for the same basic checks over and over again. With a bit of creativity, though, you can bring some of the oddball abilities people don't typically think about into the game, and make the players who invested in them feel vindicated in their choices.

Well, the message seems clear, but the double meaning could be the key to this whole thing...

Appraise, Linguistics, Sense Motive, and More!


There are some skills that get all of the attention when it comes to a Pathfinder game. Perception checks are legion, for example, and Bluff, Diplomacy, Stealth, and Acrobatics checks tend to be made pretty often as well. Intimidate checks, too, if you're sassy or have class features that rely on demoralizing opponents in combat.

But when was the last time you heard a DM call for an Appraise check? Or a Linguistics check? Or when someone actually used Sense Motive for something other than giving the rogue the hairy eyeball?

I'm watching you, knife boy.
However, all of these skills have rather specific uses that can be incorporated into a game, if you read the fine print on what you can do with them. The difficulty is that many of us who sit in the big chair tend to skim this section, and it's a real missed opportunity for our players.

As an example, it's possible for someone who has a solid Appraise skill to tell you the approximate value of an item, sure, but you can also discern if the item is magical or not. It won't tell you a magic item's properties, but if the dwarven craftsman and the half-elf sorcerer put their heads together, suddenly you've turned what was a boring bit of bookkeeping into a team effort to yield some impressive results. You could treat the successful Appraise check as granting a small bonus to the caster who's trying to figure out what the item does through Spellcraft, as well, as it's something of a clue as to the potency of the magic when you know what it might go for on the open market.

Or if you'd prefer someone roll a Knowledge (History) check on an item, perhaps the person with Appraise could get some of the information. They may not know precisely why this style of weapon is so valuable, but that maker's mark, unique crossguard, and the pattern of waves in the steel always goes far above market price. Maybe they've heard it was the product of a dead master smith, or because the blade never needs to be sharpened, and it can cut through steel like butter.

Can't say for sure, but I know a guy would give us half his year's take for that thing.
Similarly overlooked skills could come into play in interesting ways just by reading their alternative uses, and asking how that might play into your plot. Because yes, Sense Motive helps you tell when someone is lying, and it's used to activate certain potent feats, but it can also be used to intercept secret messages being passed with the Bluff skill. So whether the players are having a meeting with the local thieves' guild rep who's trying to tell his second-in-command to poison the party's tea, or the party is trying to figure out who the assassins at the duke's party are, this could give them a clue as to what's happening.

As with most skill checks, it shouldn't be the only way for the party to get clued-in to the plot, but if the monk who took this skill solely because it's necessary for his fighting style feats gets a chance to shine with it out of combat, so much the better!

Linguistics is a skill most players only take to speak more languages, but it can also be used to create and spot forged documents, as well as to translate hidden meanings in old or cryptic writing. So if you've got a puzzle that needs to be deciphered, or the bard really needs the proper passes with notarized seals to pull off the lie that he's a knight errant in the city on official business with his retinue, then whoever invested in this skill can make sure the party has all the props and information it needs. Those with ranks in the Profession skill know all the basic things about their profession, and they can answer questions without even making a roll... which is why they would be the first to notice if the "soldiers" at the door, or the supposed "sailors" on the diplomat's boat are sending up red flags. Use Magic Device can be used to activate wands and scrolls, sure, but it can also be used to trick an item into believing you have a certain stat, a particular alignment, or even that you're a member of a particular race, which might allow the overly curious rogue to dope out what the enchanted robe responds to so the party can figure out what it's for.

Know What Your Party Can Do (And Include It)


While you have a lot to balance as a DM, it's important to know what your party is actually capable of when you're setting them their challenges. Otherwise you're liable to get blind-sided when your big bad bosses get creamed in two shots because you forgot how smite worked, or when the supposedly simple encounter ends up crippling the party because you overlooked the fact that they can't repair ability damage.

Crap... ugh... walk it off?
The same is true for their skills. While you don't need to have your players' sheets memorized, you should know roughly which skills are at your table, and which ones aren't.

The other thing I would recommend is that you show your players how these skills can be used; either by asking for checks in these lesser-used skills at lower levels when the DCs aren't as tough, or showing how they could be beneficial through NPC interactions. Because if a player knows that their slightly oddball choice of Profession: Chef or Linguistics might be an important addition to the party, they'll be a lot more likely to put it on their sheet.

And, even more importantly, they'll remember your table for being a game where they were asked to roll something other than Perception, Initiative, and saving throws.

Need More Resources?


It's not easy being a DM. If you've been looking for some resources that will do some of the heavy lifting for you, then the following might be useful for you.

- 100 Random Oracular Pronouncements: Coming up with mystical-sounding pseudo-prophecies on the fly is a feat that can sprain your creativity. Best to have a few picked out beforehand!

- 100 Encounters in a Fey Forest: Speaking of encounters that are more than just combat, this list of oddball, strange, and potentially dangerous encounters is full of strange creatures, weird riddles, and moving clearings. There's also a 100 Random Encounters For On The Road Or In The Wilderness, if you need something to shake up the status quo. Both of these are written for Pathfinder, but there are 5th Edition versions, too.

- 100 Merchants to Encounter: The folks most likely to demonstrate the uses of Appraise, or even Use Magic Device, merchants sometimes become samey background characters. This collection has 100 strange, unique, and unusual folks, from fey peddlers on the road, the black market poison dealers, to those odd wizards who deal in lightly cursed goods.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you enjoyed, and if you've used run these kinds of games before, leave us a comment to let us know what worked for you!

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 sword and sorcery novel Crier's Knife, then head over to My Amazon Author Page!

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

Sunday, January 7, 2018

Use Magic Device Is A Great Skill, And Pathfinder Players Should Invest In It

There are some gaming strategies that are so universal in your experience that you occasionally forget they aren't truly universal. For me, this happened the other day when I was on a forum where a player was asking what the point of the Use Magic Device skill was in Pathfinder. The poster didn't see the point in spending points investing in this skill, and there were more than a few commenters who had never bothered with it either. At least a few folks said it should just be stripped out, since it was a vestigial part of the game with no real use.

Since I know there are at least some users out there who haven't heard the good word of U.M.D., I figured I'd spend this week making the case for why you should at least consider taking it for your characters.

The potential of wands alone should be enough to warrant a half dozen ranks.

How It Works, And Why You Should Have It


The name of the skill tells you pretty much everything you need to know; Use Magic Device lets you pick up a magic item, and use it. With a successful check you can fire a wand, even though that spell isn't on your spell list. You can mimic having a high Wisdom, Intelligence, or Charisma score in order to use an appropriate item. You can use a scroll, you can read a written spell, and you can even emulate a class feature, race, or alignment in order to make a magic item function for you even if it normally wouldn't.

Concrete examples are what really help to bring home how incredibly useful this skill can be, though. For instance, say the cleric has been knocked out, and you don't have any other healers. You've all downed your potions, so you can't just pour an ounce of pure medicine down the priest's throat. If the rogue has Use Magic Device ranks, he could snatch the cure moderate wounds wand off the cleric's belt, activate it, and make sure the holy man doesn't die. If you're playing a monk who wants to have the most ridiculous armor class possible, then using a wand of mage armor and a wand of shield can be just the ticket to being the next best thing to untouchable. If a bunch of shadows come lurking out of the walls, and it's early enough in the game that you aren't armed to the teeth with magic weapons, then the bard pulling out the scroll of scorching ray can be a literal life saver. If your human fighter found a bow that only unlocks its true potential for an elven wielder, he can trick the magic item into working for him, raining all kinds of damage onto the enemy. It's even possible for evil-aligned characters to wield holy weapons without penalty (or vice versa) by making regular Use Magic Device checks.

You can even cause purposeful malfunctions of a magic item in order to direct the item's 2d6 of feedback damage as a weapon against your enemies, rather than taking it all in the face. Which, considering that low-level magic items like a wand of magic missile only deal 1d4+1 damage anyway, is a risky kind of upgrade.

"Just read the scroll." But I'm not a necromancer! "The scroll doesn't know that!"
Pathfinder is a game with a lot of magic. You're practically tripping over it in the world setting, and it's everywhere when it comes to your loot. You can buy at least some magic items in most decently-sized towns and cities, and even if you find a spellbook no one in the party can use, every page in that spellbook acts like a scroll for the listed spells. Everything, from the ability to decipher written spells, to the ability to convince a magic item that you're totally lawful-aligned in order to get the full benefit of its wooge, can be done with a good Use Magic Device check.

There will never be a campaign where you can't make the most of Use Magic Device, if you invest in it, barring DMs who purposefully try to run a low-magic game.

Activating Consistently (Getting High Checks)


One thing that makes Use Magic Device stand out is that it has some pretty high DCs. Activating an item blindly is a DC 25 check. Emulating a race or a class feature is a DC 20. Purposefully causing a mishap is a DC 30, as is emulating an alignment. Those are some intimidating numbers, especially for players who want to make use of this ability at low or mid levels, instead of waiting till the campaign is nearly over to get consistent results.

Fortunately, Use Magic Device is a skill. And skills are fairly easy to crack in Pathfinder.

Let's crunch some numbers, shall we?
So, the first thing you want to do is have Use Magic Device as a class skill. If you don't have it as a class skill (not uncommon), then you can take the Dangerously Curious trait to make it a class skill, and to get a +1 trait bonus on your checks. So, ignoring your Charisma score for the moment, you've got a minimum of 4 (class skill bonus plus 1 rank) in the skill, and a 5 if you took Dangerously Curious. Not huge, but that's a 25% chance to activate a wand right out of the gate. Alternatively, if you're an Intelligence-based character, you might want to take Pragmatic Activator, which lets you swap Intelligence for Charisma on these checks. Choose your magic trait wisely.

Now, let's move on to feats. The feat Magical Aptitude gives you a +2 bonus on U.M.D. checks, and a +4 if you have 10 ranks or more. Skill Focus gives you a +3 bonus, and a +6 if you have 10 or more ranks (you also get Skill Focus for free if you're a half-elf). So, if you take the first option here, and combine it with the earlier layout, you've got a 7. If you take the latter option, you have an 8. If you take them both, you start off with a 10 overall, giving you a 55% chance of activating a wand (because you can roll a 10-20 and succeed, you don't need an 11).

There are other tricks to increasing your U.M.D. effectiveness, as well. The Pathfinder Savant prestige class, for example, allows you to add half your level as a bonus on Use Magic Device checks. If you boost your Charisma with quick infusions of things like a potion of eagle's splendor, or a stat-boosting headband, that will also eke out a few points for you. And if you have a friend (or a cohort) with the glory domain, they can touch you as a domain power to add their cleric level to any one Charisma-based skill check you make in the next hour. That can be a powerful bonus at later levels. And, of course, if you've activated the item successfully before then you get a +2 on future Use Magic Device checks with it.

Let's go back to our original math. Let's say you took all the early options for boosting, so you had a check of 10 at level one. Now let's add in your Charisma modifier. If you're a high-Charisma class like a sorcerer or a swashbuckler, you've probably got between a 13 and a 15 for your Use Magic Device checks. That's a 75% chance to activate a wand, and a roughly 55% chance to activate an item blindly if you're on the high end of the spectrum there. If Charisma was not a priority, though, you should still have an 11 or a 12. Which isn't bad. By level 5 or so, you should be able to consistently activate a wand, or emulate a race or class feature. And you've got a better than even chance of activating a magic item blindly. By level 10, assuming you took the two feats listed, you should have a minimum bonus of 23 to your Use Magic Device check (10 from ranks, 10 from the feat bonuses, and 3 from the class skill bonus). Adding in your Charisma score, trait bonuses, and miscellaneous bonuses from class features is just gravy, but it means that you should be able to run your fingers over most magic items, and get them to unlock with little difficulty. It also means you're quite unlikely to be the recipient of any backlash, since your skill is so high.

Just remember, that if you roll a natural 1 on a U.M.D. check, and that roll is a failure for that particular check, you cannot active that particular magic item for 24 hours. Which can be a bastard, if you depend on it.

It Never Hurts To Have A Little Magic On Your Side


The degree to which you invest in Use Magic Device will depend on what you want to do with it. Do you want to hoard scrolls, and constantly throw pre-prepared spells into the fray? Or do you just want the ability to use a few, low-level wands in order to buff yourself with self-targeted spells, and to free up the party casters for other duties? How much investment you make will depend entirely on your goals, but even if you're not a Charisma-based class, and you only have a few skill points per level, you can never go wrong with having Use Magic Device on your sheet. It's situational, but those situations are going to crop up pretty damn frequently.

That's all for this week's Crunch topic. Hopefully it got some folks' gears turning, and at least a few character concepts coming to mind. For more from me, check out my Vocal archive, or take a listen to the shows I help put together with fellow gamers over on the YouTube channel Dungeon Keeper Radio. To keep up-to-date on my latest releases, follow me on Facebook, Tumblr, and Twitter. Lastly, if you'd like to help support Improved Initiative, head over to The Literary Mercenary's Patreon page. All it takes is $1 a month to make a difference, and to get some sweet gaming swag as a thank you.

Sunday, October 29, 2017

The Sacred Sorcerer

The mob jeered as the priest was brought forth. Her raiment was stripped from her, her holy symbols broken. They laughed, secure in their victory as their leader stepped forward. Cantor "The Breaker" Barrenson, in his black armor with his mace in hand, stood over the priest and sneered at her.

"Where is your god now?" he asked.

The priest smiled. Her eyes blazed, and flames erupted from her back, forming burning wings. She held up hands full of fire, heat rolling off her in waves.

"He is within me," the priest said. "As always."

That was when the laughter turned to screams.


And the Lord said it was a pleasure to burn.


The Sacred Sorcerer


When we think of priests, we tend to think of clerics. After all, when we need divine magic, we go to the church. But, as I said in 5 Tips For Playing Better Clerics, just because you have cleric levels that doesn't require you to be a part of an organized church. The opposite side of that coin, though, is also true. Just because you don't have cleric levels, that doesn't mean you can't be ordained as a priest of a particular faith. After all, there are plenty of NPC priests who are just commoners or scholars.

That's where the idea of the sacred sorcerer comes into play. Because while a sorcerer's power is arcane in nature, and is a birthright rather than something granted to them by a god, that doesn't mean they wouldn't feel a pull from a deity that is in-line with their heritage. An elemental sorcerer might be drawn to a god of fire, or storm, depending on their bloodline. An undead bloodline sorcerer might seek to serve a god of death, or undeath, depending on how they wish to use their powers. Even celestial-blooded sorcerers may find the holy rays they can fire that strike down the wicked, and heal the good, to be a blessing from the divine.

So, how do you make this work? Well, the first thing you do is design a sorcerer whose heritage fits in with a deity in your campaign. Once you have that, make their backstory that they are a priest, and figure out how they fit into the clergy. Do they minister to the public, using their charisma to deliver stirring sermons? Do they fight the enemies of the church? Do they minister to the sick, and use their power to break curses?

Regardless of the particular power set you bring, though, you should have the necessary skills to fit in with your professional role. Which is why the traits Dangerously Curious (+1 to Use Magic Device checks, and makes it a class skill) and Secret Knowledge (gain +2 to any one Knowledge skill, and make it a class skill) can come in so handy. This would allow you to use holy items through force of personality (and a skill check you'll soon have huge bonuses to), and to gain Knowledge (Religion) as a class skill. Or, if you already have it for some reason, to gain an associated skill like Knowledge (Planes).

The gods work in mysterious ways, and who is to say that the force that entered your bloodline so long ago was not meant as a gift that would eventually be handed down to you? And now that you have it, why shouldn't you use it in their service?

For further inspiration, check out 5 Tips For Playing Better Sorcerers!

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, June 11, 2016

In Praise of Mage Armor

When it comes to Pathfinder, and even older editions of Dungeons and Dragons, we tend to get distracted by the shiny red balls. You know, those 9th-level spells, and 20th level class abilities that you rarely get to have for more than a session or two at the end of a campaign. However, as I pointed out in posts like The Best Alchemical Items For Your Pathfinder Party, sometimes we forget how truly powerful lower-level abilities and items can be, when properly utilized.

That's why, today, I'd like to talk about Mage Armor, and ask why it is we aren't abusing the holy crap out of it.

Come at me, bro!

What Makes Mage Armor So Great?


All right, let's begin at the beginning, here. So, we all know that Mage Armor is one of those bread-and-butter spells for spellcasters at lower levels. Wizards and sorcerers everywhere will take this spell because it grants them a +4 armor bonus to their AC, it lasts for hours per level, and it's a force effect, so incorporeal creatures can't ignore it. However, as you start getting access to more powerful magic items, better spells, etc., mage armor tends to fall by the wayside. You probably still pre-cast it on yourself, but it's far from your most impressive spell.

Of course, there's a lot of mileage you can get out of this first-level spell. Even if you're not a wizard.

This is where shit starts to get weird, isn't it?
On the one hand, it's important to remember that if you have two sources of the same bonus, like DR 5/- from being a barbarian, and DR 10/silver for being a werewolf, that you use the bigger bonus. However, it's equally important to remember that if the bigger bonus is ignored, the secondary one comes into play.

So, let's say you're a full-plate tank, but your party is going up against incorporeal enemies. You might not have the money for ghost touch armor, but having the wizard tap you on the head with Mage Armor (or getting a wand of it, since the spell lasts for hours per the caster's level) means that you still have a +4 bonus to your AC those ghosts can't ignore. If you couple it with Shield (cast from a spell-like ability, wand, or scroll, since its target is You), then you have a +8 bonus to your AC against those pesky ghosts. Sure, that won't come into play if you're just going toe-to-toe with a troll, but it can be a lifesaver if you're trying to avoid that bad touch.

And, let us not forget, there are a lot of characters who don't wear armor, but who still aren't spellcasters.

The monk is probably the most obvious candidate. After all, adding your Dexterity modifier, your Wisdom modifier, and your monk AC bonus together isn't bad, but why not add a floating +4 armor bonus that lasts for hours, doesn't count as armor, and has no negatives associated with it? The same is true for the swashbuckler, the gunslinger, and the duelist; the classes grant you additional bonuses based on wearing light or no armor, and if you're going to be leaping about making Acrobatics checks, the last thing you want is an armor check penalty screwing you up. And if you're a member of a class that doesn't get Use Magic Device as a class skill, just remember the Dangerously Curious trait is all you need to fix that problem.

Animal companions, mounts, and familiars can also make great use of this spell. After all, no one wants their pet wolf, or mouthy pseudodragon, to wind up getting skewered by the enemy. Which is why a simple tap on the head can make them that much harder to hurt, over and above the abilities they gain for being unique class features. Rogues also benefit from mage armor. They get all the bonuses they'd have from wearing a chain shirt, but they are free to be as sneaky and stealthy as they can be. What's even better, though, is that mage armor can be worn anywhere without giving it away. When you're in the pub gathering information, or at dinner with the duke, you can keep some protection going without worrying about committing the social faux pas of wearing a brigandine to the ball. Even barbarians who favor a shield, like the Savage Barbarian archetype, can combine their natural armor with Mage Armor to make them much harder to hit before they go a-raging across the battlefield.

How Do You Get Mage Armor?


Well, the easiest way to get access to Mage Armor (and Magic Vestment, if you want to stack the bonuses together), is by becoming good friends with the spellcasters in your party. At mid-level, the wizard or sorcerer would probably be more than happy to reserve a level 1 spell for you, assuming you've proven that keeping you alive is key to their survival and success. The cleric may do the same. However, not all spellcasters are willing to armor their allies instead of themselves. That's when you have to get creative.

Just how creative are we talking, here?
Well, one way you can make sure you have Mage Armor on hand is to buy a wand of it, shell out the extra gold to get it from a higher-level caster so you don't have to refresh it every hour, and be sure your Use Magic Device skill is up to snuff. That way you can pop yourself on the head, but you don't have to eat up your first action in combat. You could also use a ring of spell storing, or, if you have rogue levels, get the Major Magic rogue talent, and select Mage Armor as your spell-like ability. The advantage of this is that you get the spell at a higher caster level, even if you're doing a multiclass character.

Just One Tool in The Toolbox


It's important to remember that you have a plethora of options when it comes to your adventuring toolbox. Mage Armor, and similar low-level spells, might not be as shiny as the pneumatic head-crushers you get at higher levels, but sometimes you just need a claw hammer to get the job done.

Thanks for dropping in! I hope everyone found this week's Crunch topic useful. If you'd like to help keep Improved Initiative going, then why not stop by The Literary Mercenary's Patreon page to toss a little bread in my jar? As little as $1 a month gets you some sweet swag, and makes it that much easier for me to keep doing what I'm doing. Lastly, if you haven't followed me on Facebook, Tumblr, and Twitter yet, why not start now?