Showing posts with label aasimar. Show all posts
Showing posts with label aasimar. Show all posts

Saturday, September 26, 2020

The Infernal Grandchild (Wizard Concept)

The mob had gathered, truncheons and pitch forks in their hands. Torches had been lit, and the fire danced in the eyes of the onlookers. Their gazes were fixed on the bloodied figure chained on the block at the edge of the water. With horns cresting from his black hair, and skin red as sin, there had been no trial. No hearing to evaluate the words of those who'd spoken out against him. After all, what could a creature with cloven hooves and a spaded tail truly say in its defense?

"Any last words?" The self-appointed judge asked.

The tiefling nodded his head solemnly. He'd been sitting there, head down, bloody fingers twitching across the stone for nearly ten minutes. He drew himself up, as best he could, and looked into the eye of the man who had sentenced him. He ran his tongue over his bottom lip, ensuring the blood would be a part of what he said. The crowd behind him drew in its breath, as if sensing what was to come. Before anyone could stop him the wizard spoke a single word, his blue forked tongue dancing around the syllables that would have stymied anyone not so blessed.

"Anthiaraxes," he said.

For a moment, nothing happened. It seemed in that second that it had all been a bluff... then the howling began. A wind from nowhere guttered the torches, and darkness bled into the world as if the very air had been stabbed. It congealed, and burst, the shadows birthing something that made all of them draw back. It bore the likeness of a woman, but twisted out of true. The neck was too long, the face too perfect. It bore too many knuckles in its fingers, and its hair whipped like an angry cat's tail, so dark it drank the light. The creature's eyes were the worst; twin voids that would siphon away the soul if one didn't have a will of iron when they met them.

"Before I pass my judgment," Anthiaraxes said, her voice a soft, sibilant whisper that burrowed into the ears and minds of all those present. "Why have you bound and chained my favorite grandson?"

And make it good. I didn't come all the way here for nothing.

When You Have Family in Low Places


Infernal power comes in many shapes and forms. For some it's a result of a pact made with dark powers in exchange for their soul. For others it's a mark of a favored servant, with an archfiend empowering them as a servant of their dire faith. For some it's a result of their bloodline, tainted by the back hand of a devil.

This concept is for characters who fall into the final category.

Whether this character is a tiefling, or they merely have some vestigial connection to the blood of the lower planes, the idea is that they know the true name of a powerful entity connected to their family. Perhaps it's the fiend who first mixed their blood into their line, or if the character is descended from a more potent devil, the name of one of that devil's servants who is bound to answer the call when it goes out. While this can also be accomplished with demons and celestial creatures, those are simply variations on the theme presented below.

The Mechanics


The mechanical trick for this story is the Arcane Discoveries option that was added to wizards in Ultimate Magic for Pathfinder. The discovery True Name allows you to learn the true name of a powerful outsider, which you can then summon to you as if by using planar binding as a spell-like ability. You must be 11th level to take this ability, and the outsider in question can have no more than 12 hit dice. However, if you take this ability at 15th level, the outsider can have no more than 18 hit dice. This functions as greater planar binding.

And if you really want to sell the whole, "favored child of an infernal heritage," my recommendation is to make a conjurer wizard who always falls back on summoned devils, hellhounds, and other similar monsters. Maybe they're servants of the conjurer's ancestor, or they simply recognize the lineage and are hoping they will earn favor by providing good service. But it's helpful to establish a theme as you grow in power, and gain access to stranger and more varied creatures.
 
While you can bring across the flavor using a sorcerer, a warlock (in 5th Edition DND, anyway), they won't give you access to this unique ability. That is, of course, at your discretion.

The Story


What story you make to support this kind of character concept is totally up to you! There are, however, some archetypes and paths you might want to consider.

If you want to play an evil character (keeping in mind all the advice I presented in 5 Tips For Playing Evil Characters, such as being part of a team) you could easily play as an extension of your ancestor's influence on the material plane. This would have many of the same overtones as a cleric of an archfiend; receiving messages from fiends, contacting the outer planes to report on your progress, etc. If you wanted to avoid making the character too edgy or grim, you could even give it a kind of Addams Family vibe where they simply have no idea what it is everyone around them is so upset about. This is just the way things are done at home (petting the hellhounds, laughing at the "playful" imps, etc.).

Alternatively, the character might be actively trying to turn the forces of hell to a good cause. So while the devils they summon are forced by both magic and oaths of allegiance to comply, they know they're going to catch hell from grand mama if she finds out this conjurer was summoning devils to fight against evil cults. You might even be able to set it up as a kind of chess game between the character and the fiend. The Infernal Grandchild thinks they're subverting the fiend's will, but on the grander scale of things it is the Infernal Grandchild who is actually fighting the fiend's foes. For every evil cult they crush, and every demon lord who's plans they undermine, that creates a power vacuum the fiend can then step into in order to expand their own power and position. While their Grandchild might sometimes deal a blow to one of the fiend's allies, or harm their other servants, that's all part of how the game is played. Sometimes you have to sacrifice a pawn or two.

You could even walk a middle path with this story, and create a kind of estranged family relationship. Perhaps the conjurer tries to avoid calling on the servants of the infernal the same way they'd avoid calling home to ask for money after they had a big fight with their father. They wait until there's no other way, and of course the fiend wants to help... because the more often the conjurer asks for help, the easier it will be to become their crutch. So it's a tug-of-war as the fiend tries to ensnare the wizard, and the wizard is trying to remain untethered to the machinations of their line's progenitor.

There's a lot you can do here, and so much of it is left up to you as the player (and your DM, of course). With that said, you might find helpful inspiration for bringing this concept to life in...

- 13 Fiends: A Baker's Dozen of Devils: If you're looking for a powerful fiend to attach mechanics to, the options in here have names, symbols, histories, and purviews you can easily draw on.

- 100 Tieflings To Meet in Your Travels: Whether you just want something to get your wheels turning, or you want to build an extended family, I'll always recommend giving this one a look. You don't have to be a tiefling for this concept to work, but it is fun.

- 5 Tips For Playing Better Tieflings and Aasimar: Again, you don't have to be a tiefling for this concept, but if you're going to be either a tiefling or an aasimar (after all, your ancestor might have fallen from grace), I'd recommend giving this one a look.
 
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That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a dungeon 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 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, September 7, 2020

Alignment's Roots Go Deeper Than We Might Think (How Much Stuff Do You Lose Pulling It Out?)

Since I recently started doing my Alignment Deep Dives series, I've been thinking a lot more about alignment as a concept. Because while it doesn't exist in all games, and it's been mostly de-fanged in the 5th Edition of Dungeons and Dragons, it still has quite a lot of teeth in my preferred game of choice, Pathfinder. And while I've seen a lot of people saying they want to remove alignment from their games entirely because it, "just gets in the way," I thought I'd take a moment to go down that rabbit hole. Because I've found the roots go a lot deeper than we tend to think... both mechanically, and otherwise.

So, if you're someone who is serious about yanking alignment out by its roots, here are some things you're going to have to change, re-write, or re-conceptualize.

Trust me, in the end it's just not worth the effort.

First, The Obvious Stuff

There are a lot of obvious parts of the game that rely on character alignment to determine certain effects or limitations. Paladins must maintain their lawful good alignment, barbarians cannot be lawful, clerics must remain within a step of their deity in order to maintain their connection to their powers, druids must remain neutral, etc. This is the most obvious thing alignment is used for, and honestly I think it's about as far as a lot of players and DMs think of it; it's just an impediment that stops them from playing certain characters, or which restricts the actions they can take in-game without dealing with consequences.

No, Geoff, you cannot play a barbarian/monk with Way of The Great Ax.

 

And sure, alignment does do that. It also stops players from claiming to be good characters on one hand, and then casting spells with the Evil descriptor on the other hand. It makes it clear that certain actions, use of certain items, and even certain classes require you to maintain a certain philosophy and behavior. If you're going to be an antipaladin, a bloody jake, etc., then you've got to devote yourself to that.

To be very clear, alignment doesn't actually stop players from taking in-game actions. However, if you are a character that requires a certain alignment to maintain your powers, then altering too far in any particular direction might mean you face consequences for those actions. And if your character doesn't depend on alignment at all? Well, they might consider their actions necessary for the greater good, or they might think of good and evil as philosophical concepts rather than anything physical. The character may not even think in terms of good and evil, but only in terms of what is expedient and efficient. That doesn't stop them from being good or evil, but it means they themselves are not concerned with those labels since it doesn't affect their life in any meaningful way. And unless there's a local spellcaster, they'll probably go their whole life without ever having someone use a spell to check and see what their alignment actually is.

Another consideration is that eliminating alignment either removes or severely undercuts many abilities in the game. From smite, to domain powers, to specific spells and magic weapons, alignment is one of the major guiding forces that underwrites them, or makes them useful at all. So if you get rid of it, you either get rid of these things, or you need to re-write them. From the holy avenger, to holy/unholy weapons, to spells like holy smite and chaos hammer, they cease to function without alignment to determine their effects.

But alignment affects far more than just the party. It is a huge part of the cosmos at-large. Without it, entire aspects of the game just fall... the hell... apart.

When Heaven and Hell Are Real


In the Golarion setting (as in a majority of other settings I've seen for fantasy RPGs), there is a planar multiverse. And without fail there are planes that are attached entirely to certain alignments. So there are planes that are wholly good or wholly evil, wholly lawful and wholly chaotic. Most games have at least one heaven, and at least one hell, though Golarion has the hells and the abyss, as well as heaven and the celestial realms, among other places.

Go then... there are other worlds than these.

Alignment is predicated on the idea that there are places, beings, actions, and things that are wholly good, or wholly evil (wholly lawful or wholly chaotic as well, but that tends to get less play in most games). Good and evil are facts in these settings, not philosophies, or opinions. Because if that were not the case, how could demons and devils exist? How could angels, celestials, and other beings that are wholly determined by the aligned energies that spawned them? How could the realms they are from (and even the gods who command them) be truly good or truly evil if good and evil were up for debate, rather than cosmic facts of the universe? And if we get rid of these places, and the creatures that live in them, then what becomes of their results on the world? With no angels or devils we have no aasimar or tieflings. We lose the celestial and infernal bloodlines, and all the things that draw power from them. Because the alignment of these outsiders is their main, defining attribute... without it, their reason for being sort of fades away.

Perhaps the biggest example of why alignment is often necessary is the idea of divine judgment. When characters die, they go to the afterlife they've earned/deserve based on their actions... but what determines whether those actions were good, evil, lawful, chaotic, or otherwise? What determines whether they were proper adherents to their particular faith, or people who just said the words and never followed the dictates of their deity? The very idea means there must be actions that are good or evil, and that the gods have a checklist they can use to grade someone to determine where they end up.

For divine judgment to function, good and evil must be facts. If you remove alignment, it throws that aspect into chaos, and removes that basic building block.

You May As Well Go Back To The Drawing Board


This rabbit hole goes a lot deeper when you stop and ask just how many creatures, outsiders, antagonists, and even nations (in the core setting, at least) are resting on a foundation of alignment. From Cheliax's obsession with devils, to Nidal's embrace of dark powers, to the Worldwound itself, so many of these things rest on good and evil being real, tangible facts in the setting. While some of these aspects might still function without alignment, others are going to topple right over like dominoes that hit an unfortunate breeze. And as anyone who's ever tinkered with a mechanically complex game knows, the more things that fall over, the more you're going to have to do to back fill what you changed... which could come with its own unexpected consequences.

Do you need alignment to play fantasy RPGs in general, and Pathfinder in particular? Absolutely not! Just because it's a traditional element doesn't make it required to play in the slightest. But if you want to rip alignment out of a game where it already exists, actually has a function, and is sewn into the fabric of the setting, all you're going to do is rip the lining out of your blanket, and drop all the fluff on the floor.

And that isn't going to get you anywhere. Trust me.

I say this as someone who writes and tinkers with RPGs as a living... you are just going to make a colossal amount of work for yourself if you try to remove a functional alignment system. Instead, if it is such a problem for your table, consider playing a game that doesn't use alignment at all, or where it's a completely vestigial thing that will have no effect on the game. Or, if your only issue is a relatively minor component of how alignment works in your Pathfinder game (the aforementioned barbarian/paladin multiclass), dig through the rulebooks and ask questions on the forums... chances are good there's actually a way to do what you want without changing a single aspect of the rules as they're written.

It might be obscure, and it might be in the reams of optional rules that have been written for the game, but I can practically guarantee you that it's out there, and it's an option. Don't go in to remove an organ that's connected to so much stuff if there's a way to do what you want without elective surgery.
 
Also, before we go, I wanted to let everyone know I've got a new novel out from Eric Flint's Ring of Fire Press! If you've got a soft spot for cats, and you'd love a hard-hitting noir mystery set on the mean streets of New York City, then Leo's adventure in Marked Territory is definitely one that you don't want to miss.

Seriously, go get your copy today!


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That's all for this week's Moon Pope Monday!

Again, 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 or my latest short story collection 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, January 4, 2020

5 Ways to Multiclass Barbarian and Monk in Pathfinder

If I had to pick one thing I've fielded more complaints about than any other aspect of the game regarding Pathfinder, it's how certain classes have alignment restrictions placed on them. While I'm in favor of them existing (as your alignment is sort of pointless if it doesn't have teeth, but that's another post for another day), I also know that if you flip through enough of the books that you'll always find a way to get around supposedly ironclad rules.

That's one thing I love about Pathfinder... it's practically guaranteed there's a way to make the character you want happen, if you dig a bit; and that is true for all the barbarian/monk lovers out there.

A crushing ab routine, killer mantras, and a fury that could sunder mountains...

Whether you just want to mix these two classes together for a low-level one shot, or you're building your ultimate epic-level PC for a years-long campaign, there are several ways to accomplish this goal. I've laid out the most common ones below, but there may be one or two that I missed, so leave them in the comments if you know of one I didn't cover!

Also, if this subject is close to your heart, then you might want to check out the following previous posts.

- 5 Tips For Playing Better Barbarians
- 5 Tips For Playing Better Monks
- 5 Barbarian Multiclass Concepts Your Table Won't See Coming

#1: Enlightened Warrior Aasimar Trait


I walk a different path.
 This trait, found in the Blood of Angels Player Companion, is the one a majority of people will use to make barbarian and monk play nice together. This trait, at its most basic, allows you to take monk levels while maintaining a neutral or neutral good alignment. Ideal if you can get the okay for an aasimar PC, and it gives you the freedom to get as weird or wild as you want with your archetype options on both sides of the fence.

Also, if you're worried about falling into stereotypes with this one, browse through 5 Tips For Playing Better Tieflings and Aasimar to see if inspiration strikes you!

#2: Elemental Monk Archetype


Earth, fire, wind, water...
 
One of the more common methods of subverting the monk's required lawful alignment is to go for the elemental monk archetype, found in Disciple's Doctrine. This archetype shifts the monk's requirements into true neutral, and gives you access to feats and abilities that make your attacks elemental. The handy thing about your features is that, unlike characters who normally take these fighting style and elemental strike feats, an elemental monk can cycle between the different elements like some kind of prize-fighting Avatar. Handy when you've been focusing on fire, but you really need acid to deal major hurt to the current enemy.


#3: Karmic Monk Archetype


Oh you ought not to have done that...

 The karmic monk archetype, found in Occult Adventures, allows you to be truly neutral. An instrument of karma, you are cause and effect personified, and a lot of your abilities fit this theme. Your unarmed strikes can overcome pretty much any alignment-based DR, and you get bonuses when you attack those who attacked you first. Fun little package, and a nice twist on the traditional monk.

#4: Martial Artist Monk Archetype


There is no shame in tapping out, my son.

A completely different kind of monk archetype, the martial artist is found in Ultimate Combat. This one strips out most of the wuxia-style powers we're used to monks having, giving them the ability to analyze a target from a combat perspective, and to gain bonuses to hit, hurt, and dodge them accordingly. They also gain immunity to fatigue at level 5, which can pair nicely with a Rage-cycling build. And, best of all, martial artists can be of any alignment.

#5: Geminate Invoker Barbarian Archetype


This spirits call to me, brother.

The geminate invoker archetype, found in Adventurer's Guide, is an extremely unique kind of barbarian. They must have a neutral aspect to their alignment, but can be lawful, and they have the ability to put themselves into a kind of trance. This calls powerful spirits into their bodies, allowing them to cycle through the totem Rage Powers without committing to any one of them. A deadly combination, if you know which spirits to call on in which fight.

Be Careful When Mixing These Elements


As I said in The Barbarian Samurai, it's important to remember that a lot of a barbarian's potency is determined by the number of barbarian levels they have. The same is definitely true for monks. And combining these two elements together might allow you to do some truly silly things (such as an Aasimar combining monk with the Savage Barbarian archetype to see just how silly their armor class can get), it's important to keep your end goal firmly in mind, and to be realistic about what your character will and won't be able to accomplish.

Like any potent concoction, make sure you know what you're dipping into, and what you're going to put a majority of your levels in. Because a bonus to AC and some sweet unarmed damage is great if your barbarian's got a LOT of really good stats. The ability to fly into a frenzy and boost up your attacks and damage (even your dodge if you combine monk with Savage Technologist, which ups your Dexterity and Strength with no AC penalty when you Rage) is also a nice addition to have on a monk. But there's also a lot of potential that you won't get as much out of this combo as you would either class taken straight, so multiclass responsibly.

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That's all for this week's Crunch topic! For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio! Or if you'd like to read some of my books, like my 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, December 14, 2019

4 Tips For Making Long-Lived Characters FEEL Old

Have you ever stopped to really look at just how many playable races have ridiculous lifespans when compared to humans? We know that elves and dwarves can live for centuries, but half-elves, aasimar, tieflings, gnomes, and dozens of other racial options can all live through several generations of humans before age starts catching up with them in any meaningful way.

My, my... you look just like your great-grandfather. The resemblance is eerie, child.
While it can be fun playing characters with decades of experience under their belts, bringing across just how long they've been around can be tough when the character doesn't look that old. However, there are a few tricks I've found to really bring across how long your PC has been in the game, so to speak.

Also, if you're looking for tips for specific races (I've already written RP guides for elves, dwarves, gnomes, and for tieflings and aasimar), then you should stop by and check out the 5 Tips page, too!

Tip #1: What Does Your Gear Say About Your Life?


Huh, that old thing? Oh I've had it... a while, now.
 As I mentioned back in Do Clothes Make The Adventurer?, it's possible to learn a lot about someone based on what they wear, or the gear they carry. This goes double for characters who have been around for decades, and possibly centuries, since something they've had long-term could be a clue about exactly how long they've been around.

This could take dozens of different forms. For example, it might be that your character still wears a particular accessory that's been out-of-fashion for a few generations, such as a brass serpent cloak pin that was all the rage under the last king, or a heavy silver belt buckle that was fashionable among mercenaries during a war that's mostly remembered in history books. Maybe they wear their hair in a particularly old style (a single warrior's braid in an interlocking pattern), or they sport an amulet or a ring that hasn't been since the Academy Magique shuttered its doors.

One of my personal favorites is a character who carries around a noticeable weapon, shield, or suit of armor that tells its own history. The skull-marked blade of Braddock's Privateers that were disbanded over 50 years ago, or one of the fire-touched axes given only to the victors of the siege of Harrastrad, for example.

Possession of an item doesn't mean someone got it when the item was new, but it can raise a few eyebrows, and get the imagination wheels turning round the table for those who made the history check. Also, if you're looking for more fun examples of stuff to throw in there, you should take a moment to check out 100 Legendary Weapons!

Tip #2: For You, It's Not In The Past


You weren't there... you don't know.
 When you're older, the past isn't just a land of dry, dusty facts. These are place you've been, people you've known, and things you've seen; they're real to you in a way they simply aren't to others. These matters aren't just academic; they're your life.

As an example, take the rise of the House of Thrune in the Golarion setting. Cheliax's black and red banners have flown ever since the civil war, and the infernal queens have ruled their evil empire with an iron hand... but they have not been in power long. A few generations, and not much more. Before that, with the god Aroden spurring the nation and its warriors to greater heights, it was a kingdom of glories, and of noble principles, before it fell into corruption.

An elven warrior may have traveled with Chellish knights in his youth. He may have studied under their war masters, and seen the great, selfless acts they could accomplish. He may even have stood shoulder-to-shoulder with them at the Worldwound as they fought against demons and their own hopelessness in the face of their patron god's death, and then watched their nation spiral into depravity and corruption. Seeing them embrace order over justice, and the quiet of the fist over the peace of a prosperous land is a tragedy that he carries with him every day. This character might be disgusted by the hellknights and what they represent, or quietly sad over the state of the nation that was once a beacon of light in the world. They might mourn the loss of what was, or fight tirelessly to push back this black tide. And when they meet someone who upholds the ideals of the old nation, it makes them smile, because all is not lost as long as that spirit yet lives.

These kinds of events (wars, plagues, the rise of nations, or the falls of empires) are mere history for some. For long-lived characters, these are the events that truly make them feel old; burdens they carry with them that can wipe the smiles from their faces, and let those around them see, just for a moment, the ghosts that haunt them.

#3: What Marks Do You Bear?


The Kadashan warlocks were disbanded 200 years ago... but there are some who remember those days.
 No one gets through life without a few marks to show for it, and which marks your character bears can testify as to where they've been, and what they've done.

For example, does your character have the brand of a pirate on their hand; a punishment that's been outlawed for over 70 years now? Does your old soldier have the unit tattoo of the Storm Crows, an irregular fighting force that was removed from service after the fall of the city of Thracean half a lifetime ago? Do they have the blue rings tattooed round the wrists of prisoners of war from the struggle for the throne over 90 years ago? Alternatively, do they have the unique scars worn only by members of the Cultari hunters, a tribe thought extinct for generations? Or do they have the unusual marks of the Iron Mountain monastery, whose monks were slain to a man over a century past?

Tattoos, scars, and brands can all add to your character's story, and make it clear that they've been around for far more than might appear to be the case. Also, they can be marks that distinguish this character in an order or organization, like the Marked or the Razor Skulls found in 100 Gangs For Your Urban Campaigns.

#4: How Do Other People React To You?


Shush, dearie, and tell gran what it is that's upset you so.
 If your character has been around for a long time, how does that manifest in the places they go, and the people they meet? For example, if you're a regular fixture in a particular town, how many generations call you uncle or auntie? Is your name on the charter of the town's founding? Do the old militia sergeants still call you sir, because you were the one who trained them when they were just green farm boys?

This can be as light-hearted or as deep as you want it to be. For example, you might have a reserved table in the local tavern because you've been coming there so long that your total bill has been more than the cost of the place three times over down the years. Alternatively, the other characters might think it's sort of cute how the old woman is sweet on the aasimar... until they find out that he saved her from raiders when she was a little girl. He was her first crush, and though she tried to persuade him, refused to be her lover in the bloom of her youth. She got married, had children, became a grandmother, and buried her husband... but to him she's still the same little girl he carried out of the woods some 80 odd years ago.

Hearing a story like that, and then looking at the character, imparts a weightiness to their experiences that just quoting a number can't do. Because it's not just how many years you have... it's what you've done, and who you've done it with, during those years.

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That's all for this week's Fluff post! If you've used this in your games, share a story down in the comments!

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 or my recent short story collection The Rejects, then head over to My Amazon Author Page!

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

Saturday, September 21, 2019

Why Does He Do That? (Thinking About Your Character's Habits)

"Why's he doing that?" Jeren asked, nodding his head toward the corner table.

"What?" Kyros asked, glancing where his drinking companion indicated. A dark elf sat in the corner, the hood of his cloak pulled up. His eyes glimmered in the candlelight, and he ran a steel dart through his fingers, walking it from one end of his hand to the other, the sharpened tip flashing.

"That," Jeren said, adding emphasis as if it should be obvious. "Looking all mysterious and playing with that sharp. He think it's scary, or something?"

"He's from the Dark, idiot. The moon is brighter to him than the sun is to us. The fireplace is practically enough to blind him if he's not used to it." Kyros looked at his companion for a moment before sighing, shaking his head, and tossing back the rest of his drink. "And if you'd ever traveled outside this little burgh, you'd know they don't use coins down where he's from. That spider walk is something kids learn to keep their fingers agile. I had to guess, it's probably something he does when he's nervous."

Jeren glanced back at the dark elf, who dabbed at his eyes. Sure enough, they were starting to water. He favored them with a small smile, and nodded.

"Also, he can probably hear us," Kyros said, getting a fresh drink. "So you're aware."


Seriously, how do you see in here? It's so damn BRIGHT!


Some Adventurers Are More Different Than Others


You've probably seen Marvel's Avengers by now, and if you haven't, go watch it. Seriously, it's worth the time, I won't be mad.

Now, if you watch Mark Ruffalo's performance of Bruce Banner, you'll notice that he purposefully shrinks himself down. He keeps his arms close, and often holds his hands together like he's trying not to break anything. If you've ever had a friend who was on the bigger side, these are all mannerisms of someone who is very large, and very strong, who is trying to be careful around delicate things. It shows that, even when he's in his weaker form, Bruce is keenly aware of the power he contains in himself, and that one wrong move might turn this whole thing into the proverbial rampaging bull in a China shop.

Incidentally, I have a Pathfinder conversion for Hulk, for those who are interested.
 
This mannerism makes perfect sense when you track it back to its source, and it's a fun exercise in character building. That's why, when you sit down to make a character, ask yourself why they speak, act, fidget, or believe a certain thing. The answers you find are often surprising, and can make for some fun character moments.

For example, if your character is a gnome, they've had the ability to talk to animals their entire life. It might not even occur to them that other people can't do that, especially if they were raised in communities where magic was common. Does this lead to them being unusually sensitive to the moods of animals around them? Are they confused when people treat nature like a tool, rather than a living thing? Do they have opinions about animals that are wildly different from those held by other races, making them seem like a tiny version of the crocodile hunter?

You can pick almost any racial modifier/ability and apply this kind of logic to it. Elves get a bonus on Perception, for example, but does that also make the world around them unbearably loud beyond the quiet boundaries of deep forests? Is this why an elven character might speak softly, or keep their hood up, providing their sensitive ears some protection against the violence of the louder world? Tieflings and ifrit both have natural fire resistance, so does it feel good for them to drink scalding tea, or to relax into a fire the way other people would enjoy a sauna? Goblins are capable of eating spoiled and rotten meat, but does what smells and tastes putrid to humans instead have a more nuanced palate to this sharp-toothed race? And is a food or fruit humans would find sweet something that tastes rancid to a goblin, their tongues not being built to handle that flavor?

And that's before we get into the weirdness of cultural norms.
 
Even if you're playing a bog-standard human, though, you can find unusual tics, quirks, and attitudes in the cultural norms of where they grew up. Everything from fashion, to forms of address, to food, to language, to little rituals that have clung for life can make them seem odd or strange... and every one of them can add some flavor to who your character is, and why they are they way they are.

As an example, did your character come from a culture with a strong warrior ethic, where even childhood games were meant to make you a canny fighter (such as how the wrestling martial art Glima was sort of a national pastime among the Norsemen)? Alternatively, was your character raised in a communal society where everyone was referred to with familial terms since the whole village raised the next generation? Were weapons seen as a taboo where you came from, or were they to be displayed proudly? Did you pray to the spirits, to the elements, to your ancestors, or to the gods? Do you wash, groom, and comb yourself every day, keeping a razor and comb in a kit on your belt? Or do you go for days, maybe weeks, between full baths without noticing?

Every Habit Started Somewhere


No matter who your character is, they had a life before they show up at the table. If they have a quirk, ask where it came from. Is it something they picked up during their stint with the militia? Was it something their uncle taught them? Or is it just how they deal with having sharper eyes, feeling less pain, or living in a world made of cardboard?

As a note for readers, I cover a lot of aspects like this in articles like 5 Tips For Playing Better Tieflings and Aasimar and 5 Tips For Playing Better Paladins, and I keep the full archive of these tips over on my 5 Tips page. So stop on in, check it out, and see if you find yourself some inspiration!

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post! If you've used this in your games, share a story down in the comments!

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 or my recent short story collection 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, March 30, 2018

The Weird And Wild World of Outsiders (Exploring Alternative Aasimar and Tiefling Heritages)

Aasimar and tieflings are often thought of as two sides of the same coin. The dalliances, blessings, and curses of the celestial and the infernal, both mixed with the blood of mortals. This heritage grants their scions power, along with signs (some subtle, and others not-so-subtle) as to the origin of that power.



For most of us, though, these two native outsider races just means we get access to some fun racial feats, some resistances, darkvision, decent stat mods, and a spell-like ability. However, there is a whole slew of weird stuff that you can use to modify these outsiders. All you have to do is look at the tiefling and aasimar pages, paying particular attention to the charts along the bottom of the page with the alternative features.

99 Options


Each chart gives you 99 different options you can take, instead of the tiefling or aasimar's standard spell-like ability (darkness and daylight respectively). In some cases, the options aren't really all that great (gain a +2 bonus on a skill check or specific saving throw), while in other cases the options are pretty goddamn awesome (like switching out daylight for spear of purity, which is going to be a nasty little surprise for enemies who don't know you've got an offensive spell up your sleeve).

Say hello to my little friend!
If you're looking for specific abilities and concepts that would be enhanced by the alternative traits, I did come across a few that stuck out.

- You have oversized limbs, and can wield Large-sized weapons without penalty (tiefling).
- You gain spell resistance equal to 10+1/2 your hit dice (tiefling and aasimar).
- You can cast spear of purity once per day as a spell-like ability (aasimar).
- You can levitate yourself, plus 10 pounds, as per the spell at-will (tiefling).
- You have a natural fly speed of 20 feet (aasimar).
- Your body produces intense heat/cold/acid, and deals damage to those grappling you (tiefling).

These are just a sample of the abilities you can gain, without even needing to burn a feat slot. There's also the option for minor damage reduction, unusual abilities such as being able to turn on a halo for aasimar, or being able to eat ashes and cinders for sustenance for tieflings. There's an option that allows a tiefling to never need sleep, and one that allows an aasimar make any weapon they hold holy for three rounds as a move action once per day.

In most circumstances, these abilities provide a small bonus, or some additional flavor. Used for the right build, though, such as a titan mauler with large weapons, a grappler who specializes in burning his foes, or even an inquisitor who hunts demons and wants an extra edge on top of their bane, these little abilities can make a big impact.

Stranger Things in Heaven and Earth


Even though this is Crunch week, I'd like to take a moment to direct folks' attention to the two charts to the right of the aasimar and tiefling mechanical abilities. Because despite the infinite variety outsiders come in, it feels like our tieflings just look like nightcrawler with horns, while all of our aasimar look like cover models under perfect lighting.

There are so many more options than that.

Like this adorable little prince by Tamaj.
Just glance through some of the choices. Aasimar whose fingerprints always look like holy symbols. Translucent tieflings with see-through skin. Aasimar who make bells ring as they walk past. Tieflings with constantly smoking breath, or eyes. Aasimar with metallic lips and jeweled eyes. Tieflings with fingers that bend backwards.

All the examples I listed above are in the books for effects these native outsiders can possess. And that is just a small selection of the bizarre things their presence and anatomy can do just because they exist. Because while there is nothing that says you have to be a bizarre collection of inhumanly inherited features, there is also nothing that prevents you from being a bird-headed, gold-beaked, ruby-eyed peacock warrior with abnormally long legs. And if that's the sort of native outside that appeals to you, then my collection 100 Unusual Aasimar along with 100 Tieflings To Meet in Your Travels will both be right up your alley!

Just remember, next time you get a chance to play one of these native outsiders, feel free to go absolutely nuts with it!

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.

Friday, March 3, 2017

Add Some Spell-Like Abilities To Your Character For An Ace-in-The-Hole (in Pathfinder)

Magic is a powerful force in Pathfinder. Whether it's the arcane study of the wizard, the eldritch power of the sorcerer, the blade lore of the magus, or the prayers of a cleric, magic can completely change the game. It can burn enemies to cinders, cure diseases, or curse those who wrong you. However, despite all the different ways magic can be used, spells are all pretty similar. They have a verbal component, a somatic component, and some of them have a divine/arcane focus component, along with a material component.

Those components are often seen as a spell's choke point. If you can take away one of those components (steal the component pouch, pin the caster's arms, put them in an area of silence, etc.), then you cripple the caster's ability to make that magic happen.

At which point they can't let the lightning out of the bottle.
There are a lot of ways around these requirements. Silent Spell and Still Spell, for example, allow you to cast without a verbal or somatic component respectively. Eschew Materials lets you ignore inexpensive spell components. The problem is that the two metamagic feats will raise the spell slot level needed to cast a given spell significantly, and it will take more time for spontaneous casters to apply. Eschew Materials is useful, but it still requires you to be a spellcasting class to make use of it.

What if you could just add magic onto a character that wasn't a spellcaster, though? If you could still acquire your normal class levels, but throw a few spells in for flavor? There is a way to do this, but it is rarely pursued. Partially because it's very narrow in its application, and partially because it gets overlooked.

That way is acquiring spell-like abilities.

What Makes Spell-Like Abilities So Special?


Well, according to page 221 of the Core Rulebook, spell-like abilities use none of the components of actual spells. While they still provoke attacks of opportunity, they have no verbal, somatic, or focus components. They also don't have any material components, unless expressly stated. What's even better, though, is that spell-like abilities cannot be counterspelled as you use them.

A particular problem for those facing someone with "baleful polymorph" as a spell-like ability.
While all of that is pretty great, Pathfinder tends to keep most spell-like abilities firmly on the DM's side of the screen. That doesn't mean you can't get them as a player... it just means it's going to be tough. And you probably aren't going to get high-level spells.

Still, there are ways you can gain access to all kinds of helpful powers. Here are some of my favorites.

Races and Feats


The most common way to get spell-like abilities is as a racial benefit. Gnomes, for example, get dancing lights, ghost sound, prestidigitation, and speak with animals once per day as spell-like abilities. Tieflings have darkness once per day, and aasimar have daylight. There are other options, particularly when you start getting into more restricted races, but these work perfectly well as examples.

What you'll run into, though, is that racial spell-like abilities for playable races aren't really that big of a deal. They're useful, surely, and clever players can turn these in-born powers to their advantage... but they're rarely the sort of thing that will turn the tide of an encounter.

That's where feats come into it.

This is where the crunch gets started.
One type of feat modifies racial spell-like abilities, or uses them as a prerequisite for more powerful abilities. Heavenly Radiance, for example, is an aasimar feat that allows you to choose an additional spell-like ability from a chart. The higher your level, the more powerful the spell-like ability you can choose (including the spell Sunbeam, which can be an encounter killer if you're fighting something like a vampire). The Drow Nobility feats increase the power of your initial spell-like abilities as a drow, and add new ones to your bag of tricks (including making your darkness into deeper darkness, making detect magic constantly active, and giving you feather fall and levitate a certain number of times per day).

You'll find others in the Racial Feats section, though you should also look through Monster Feats just to cover your bases. Also, remember what I mentioned in Bored Playing Regular Humans? Try Racial Heritage on For Size. You don't have to be an exotic, monstrous race to take their feats, as long as they're humanoids, and you can count as that race with Racial Heritage.

It's also worth pointing out that many sorcerer bloodlines grant you spell-like abilities that increase in power with your sorcerer level. And as I said in How To Power Up Your Pathfinder Characters With The Eldritch Heritage Feats, the Eldritch Heritage feat tree is a great way to snag a part of that power. The Infernal bloodline, the Fey bloodline, the Undead bloodline, and others all have an assortment of powers. Even better, your sorcerer level is considered your level -2, so even low-level powers can grow as your character progresses.

One more method, for those who just want a simple, first-level sorcerer/wizard spell up their sleeve, is to take a pair of rogue tricks. Minor Magic grants you a cantrip, and Major Magic grants you a 1st-level spell, using your rogue level as your wizard level. So if you're playing a straight rogue, a ninja, or even a multiclass character, you could keep a true strike or a vanish up your sleeve for an emergency.

Remember To Keep An Eye on The Big Picture


The thing about spell-like abilities is that they're a lot of fun, but rarely are they the meat and potatoes of your character. They're a back-up plan, or a reserve resource you call on when the chips are down. This is partially due to how relatively low-powered they are (barring some of the more potent powers given to specific races), but it's mostly because really powerful spell-like abilities tend to be limited to once-per-day use.

On the one hand, it's just the ticket if you end up stripped of all your gear and need an ace-in-the-hole for a way to shadow-step out of your prison cell. Or if you need to lay a hand on your guard and put him to sleep. Spell-like abilities are also great when you're being observed, and you don't want to be seen using the more traditional components of a spell. But building your entire character around a single-use power, or even a collections of limited-use powers, is going to run into some serious flaws. So, if you want to acquire a few unique spell-like abilities, make sure they're going to mesh with your overall character goals. Otherwise you may have found you spent all your money on a submarine, and your mission is going to the middle of the desert.

That's all for this week's Crunch topic! Hopefully some of you found it interesting, and potentially inspiring. If you'd like to support me, and help Improved Initiative keep bringing content just like this to your screen, then head over to The Literary Mercenary's Patreon page. If you pledge at least $1 a month, you'll get some sweet swag, in addition to my undying gratitude. Lastly, if you haven't followed me on Facebook, Tumblr, or Twitter yet, why not start now?

Tuesday, May 27, 2014

Using Religion in Your Roleplaying

An individual's faith is a deeply personal choice, as is the way he or she decides to practice it. Some people are very quiet about their beliefs, not bringing them up in conversation or even making them a part of their common vernaculars. Other people display their faith subtly, perhaps by wearing a symbol to identify themselves or by saying a small, quiet prayer before they eat. Still other people make their religion very plain, following strict rules on dress, behavior, diet, and even about the kinds of people they can associate with according to their faith.

If you want to add an extra dimension to your roleplaying, consider your character's views on the divine.

The Gods Are Real

And they will give you things, if you ask properly.
Let's take the example of a fantasy roleplaying game like Pathfinder. In these games gods, spirits, and other forces are undeniably real. Clerics, paladins, druids, oracles, and others all draw power from the well of the divine. Not only that but those who have been resurrected have given testimony of the worlds beyond, and learned practitioners of the arcane can commune with any number of beings beyond the mortal, material realm.

So, the gods are real.

Take a moment and contemplate that for a moment. Think of a world where there was no question on the existence of gods. A world in which the gods and their servants could be seen, heard, felt, and where there was a better than even chance their mortal mouth-pieces were in fact giving the masses the straight dope on the divine. A world where the pious could perform miracles, where infernal and angelic bloodlines manifested in the populace, and where there was no possibility of it all being smoke and mirrors as a salve on troubled souls.

That's the kind of world your character exists in.

What Sort of Faith Did Your Character Grow Up In?

We do not smile in the graveyard. Pharasma will make our faces stick that way if we do.
Religion, whether by its presence or the lack thereof, shapes people. Just look at people in America. Catholics have saints as well as Jesus and Mary, and there are a hundred rituals and holy days to remember. Lutherans forego many of these things, though they practice ostensibly the same faith. Other religions, like Santeria, Voodoo, Asatru, Wicca, Hinduism and others all come with their own rules and regulations. Not being raised with a faith at all, or being raised in a way that doesn't expose you to a faith, also leaves a mark on a person. These are things that can cling for a lifetime in the form of warding gestures, turns of phrase, or little rituals from lighting candles for the departed to running fingers over a rosary when one is nervous.

So ask yourself what faith or faiths your character grew up with. Was he raised in an orphanage run by clerics of Asmodeus who taught about the contracts of society, and who instilled values of cleverness and power? Perhaps she was brought up in the country, and her father taught her all about nature, and how Erastil had given them a responsibility to support each other and to never take more than they need to live? Maybe your character was raised by wizards, who considered the divine a problem to be solved rather than an idea to be worshiped and followed?

Whatever your unique upbringing was, ask what bits of faith held tight and which fell by the wayside. Maybe it's the curses your character uses, the taboos she avoids, or something even deeper.

How Do You Pray?

Put on your knee pads girls, we're going to be here a while.
Every day clerics have to pray for their spells. This is the same kind of hour-long ritual that wizards and magi have to go through to access their magic for the day. Most players just tell their DM "I pray for spells," the DM nods, and the game continues on.

If you do this you're passing up a huge roleplaying opportunity.

Yes, the mechanical effects of praying for spells don't change from one cleric to another. Every cleric spends an hour at prayer, and as a result said cleric gets a certain number of spells for the day. But what does it look like?

Does a cleric of Gorum passively kneel and pray, or does he clean his armor and weapons to a mirror shine as he recites the tenets of the god of battle? Or does he stand without armor, in just a loincloth with naked steel in hand as he goes through combat forms that represent different spells? Does a cleric of Shelyn create art while praying, or does the cleric play music or dance as a way to create something beautiful as an offering? Does a cleric of Zon Kuthon cut herself, or run needles through her skin in certain patterns to get closer to the god of agony? Do the prayers change over time? Are more elaborate rituals required for those who are higher in power, which explains why they're granted more powerful magic?

This isn't just for clerics either. Any character who worships a god should have little rituals that make them more unique. Barbarians might offer a prayer at the beginning or end of a hunt to commemorate the activity. Rangers who track and kill undead might carve Pharasma's spiral on their arrowheads out of a totemic belief that they'll draw the restless dead home. Fighters who worship Cayden Cailean might offer the first toast to him after a successful adventure in thanks, or before embarking as a prayer for good luck.

When the gods could quite literally be on your side, it's important to make sure they know you're listening.

Monsters and Faith

Sixth level of the Abyss, how can we help you?
Even the most diverse games tend to be very human-heavy; let's face it a bonus feat and skill point are hard to say no to. However, it's important to remember that monstrous races all have their own gods as well. Elves, dwarves, giants, ogres, gnolls, and others all have gods they revere. The question players have to ask in these cases is did these monstrous characters leave their old faiths behind, or cling tight and go on adventures with their primordial patrons looking over their shoulders?

For some races the connection to the gods is even stronger. Tieflings and aasimar are the first that come to mind, but geniekin and others with the blood of powerful outsiders running through their veins are also important candidates for deeper questions. For instance, does a tiefling believe that he's damned simply because of his heritage? Could a lifetime of prejudice and scorn lead him to snap, deciding that he'll commit such atrocities that when he does go to hell they'll make him a duke for his troubles? Does an aasimar regard divine parentage as something more like an extended family than a god, leading them to treat those they're descended from with greater familiarity and less awe than they might otherwise command?

These are good questions to start with. How you answer them will depend on the kind of character you want to make.


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