Showing posts with label brawler. Show all posts
Showing posts with label brawler. Show all posts

Friday, August 3, 2018

The Noir Investigator

This town's full of big names, and walking legends. The golden and the chosen. But when you rise up that high, you cast deep shadows. That was where guys like me lived. Skulking in the alleys, watching doorways to see who came and went with their hoods up and an eye on their back trail. I found people who didn't want to be found, and ferreted out secrets people would rather keep hidden away. It didn't pay much, but it wasn't usually as dangerous as breaking open lost tombs, or starting trouble with dragons.

Usually being the key word.

I was leaning up against a post outside a cathouse, trying to look like a drunk minding his own business, when a fist came out of nowhere. Old instincts kicked in, but not soon enough to duck the punch entirely. I hitched up against the grimy bricks, my head ringing like a fight bell. I shook the echoes out of my ears, and saw two burly bully boys facing me. One gave me a smile, flashing a hint of a tusk with a gold cap on it.

"Stay away from this corner, old man," the half-breed said. "Folks round here don't like pokers. You hearing what I'm saying?"

I fished a flask off my hip, and took a nip. My tongue tingled, and the elixir started doing its work. I gave the bruiser another look over, and ran my tongue over my teeth. They were all still in place. I straightened up slowly, and pulled my collar straight. Then I drove my fist up hard under his jaw, right in the sensitive spot where the bone met muscle. His mouth clacked shut, and I heard teeth splinter as he fell back into the post. I thumbed my nose, and spit blood from my split lip into the gutter. I rolled my shoulders, and brought my fists up.

"Sorry, I don't listen all that good," I said. "Care to say it again?"

"If you can get it out, that is."

Performance and Mechanics


A big part of this particular concept is in how you roleplay it, and in the story you're trying to tell. Heroes in noir stories tend to be hard-edged, hard-boiled, and unshakable. They've led hard-knock lives, and they usually have a black mark or two on their history. They're smarter than they look, they're good at their work, and no matter how hard you try to scare them off they always come back with just one more question.

And while you can make all kinds of classes into noir heroes, in this case, we're focusing on the Investigator. You get access to alchemy, you can disable traps, and there are archetypes that even give you access to firearms if you want to pull your gat and stick it in a mug's face when he tries to jump you. You could even throw in a mix of other classes, like brawler for combat prowess, or the thug archetype for rogue to show that you know how to make a threat stick. Whether you mix or go straight, though, you've got enough skill points to sneak around, make some threats, and wheedle a favor or two from people who can help you unravel a mystery.

Perhaps the most common feature of noir detectives is that they used to be part of a violent profession of one stripe or another. If you were a prize fighter who just didn't have the skill to make big purses, and your nose got broken one too many times to keep getting in the ring, then the trait Heavy Hitter might be appropriate, giving you a +1 trait to unarmed strike damage. If you used to be a cop, or a soldier, then you could take a trait like Eyes and Ears of The City to get a +1 to Perception while making it a class skill, or you could take something like Reactionary to get a +2 trait bonus on Initiative checks to show that you're always operating on high-alert.

It's not just that you are used to rough work, though. Noir heroes also tend to be damaged goods in some way, shape or form. That very damage might be the reason they find themselves following philandering husbands, and scaring off stalkers. If they used to be a fighter, maybe they couldn't leave the violence back in the right, and it started scaring off friends and loved ones, breaking trusts in ways they couldn't repair. If they used to be a soldier, or a guardsman, they might have started drinking to cope with the things they'd seen and done. When the drinking got out of hand, though, they were discharged. Or maybe they were used to getting results with a heavy hand, but when they broke a drunk's collarbone, the boy turned out to be the son of a judge instead of just another loudmouth, and suddenly you found yourself with skills, but nowhere to employ them.

And, in some circumstances, your preferred methods of getting results simply weren't acceptable as a member of an official force. As a private operative, though, people are more than willing to look the other way as long as you don't get caught.

So ask who you used to be, and if that reputation still follows you around. And was that reputation better, or worse, than the person you've become? The Small Legend: Character Reputation in RPGs talks a lot about this as a potential tool for making your PC known to others you end up working with. Then ask what you did, or what happened to you, that brought you low. Was it pushing too hard on a case where you were sure they arrested the wrong guy, but the powers-that-be cut you off rather than listen to the truth? Did your vices get out of control? Were you betrayed by the organization you worked for, whether it was secular or religious, leaving you to go your own way? Or is this just the best work someone like you can get in a town like this (if you're a half-elf or half-orc, a commoner in a town with a heavy noble family presence, etc.)?

Most importantly, though, ask where your from. What place do you call home, and how has it molded you? Whose streets have you wandered, and what mark have they left on your speech, your habits, and the company you keep? Because while we often think of the wilderness when we head out on adventures, but noir heroes tend to call the stone canyons of big cities home. Doesn't mean they can't leave, or that they don't know what to do once they're in the rough, but they're most definitely an urban class of bruiser.

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, June 30, 2017

How Do Your Warriors Prepare?

The whistle of steel was loud in the courtyard. Korak flowed from strike, to guard, and back again, the heavy blade whirling in his grip. Every movement was precise, the muscles flexing and thrusting with singular, focused purpose. Once the army of phantoms around him was slain, he let out a slow breath, and relaxed his stance.

"Why do you practice every day?" Phineas asked from the bench.

"Why do you take a whetstone to your blade?" Korak replied.

"So it stays sharp," Phineas said.

Korak nodded, took a firm grip on his sword, and went through the form again.


Practice makes permanent.


What Do Your Warriors Do To Get Ready?


Mechanically speaking, we're used to the spellcasters needing to go through a morning routine to get their mojo flowing. Wizards have to spend an hour with their spell book, memorizing the magic they plan to use that day. Clerics and druids have to pray, going through whatever rituals they have to be granted their divine powers. Bards have to tune up, and sorcerers have to go through a 15-minute routine to get into the right frame of mind to access their powers.

But what about your bruisers, enforcers, swordsmen, and spear fighters? Do they do anything?

Mechanically, no. By the rules, fighters, barbarians, rangers, slayers, monks, brawlers, and all the other martial classes can be woken up in the middle of the night, and they're ready to rock. That's one of the inherent advantages of those classes.

Say when.
But since you have the time to wait for the spellcasters to limber up anyway, why not ask how the martial characters keep in fighting form?

As a for instance, does the brawler wake up early, and go through a warm-up routine? Planks, push-ups, shadow boxing, and maybe some pull-ups on a tree branch? Does the fighter spar with the ranger, the two of them ducking and weaving as they swing practice swords, or just stout sticks instead of steel? Does the barbarian take a certain number of swings with his ax every morning, first with the right hand, then the left, re-acquainting his grip with the weapon now that he's awake? Does the monk go through a series of yoga poses to awaken her ki, and ensure that her body is in proper, working order?

As I mentioned in What Does Your Spell Preparation Look Like?, the way your character prepares says something about them. Are you measured, going through routine to wake up the muscle memory you spent a lifetime imbuing into your body? Or do you prefer simulated combat, sparring against an opponent, or your shadow, as a way to trick your instincts in order to stay sharp? Do you warm-up in armor, or do you limber up before you put on the full weight of your gear? Or are you one of those people who rolls out of bed, tosses their hair out of their eyes, and relies on your lifetime of experience to see you through the next challenge?

It might not be a huge part of your character, and it might fade into the background in time. But it is worth thinking about what your martial character's preparation says about them, and what those who watch will learn about the way they were trained.

That's all for this week's Fluff post. Hopefully you all enjoyed it, and it got the gears grinding in your heads. If you want to make sure you don't miss any of my updates, then follow me on Facebook, Tumblr, and Twitter. Lastly, if you'd like to help keep this blog going, stop by The Literary Mercenary's Patreon page to become a patron today. All I ask is $1 a month to help me keep creating content, and in return you'll get both my gratitude, and a lot of sweet gaming swag as a thank you.

Saturday, May 28, 2016

The Single-Handed Swordsman

A group of boasters and braggarts are down at the inn, and their claims are swelling along with the number of drinks they've downed. Then, one man cuts through the chatter, and says three words that make the tap room fall silent.

"You're a liar."

All eyes fall to the speaker. A lanky man with a salt and pepper beard, he has a tankard in his left hand, and a short sword on his hip. His right hand is nothing more than an iron hook, fitting on a leather cover to the stump of his wrist. The toughs start sniggering, spreading out around the old naysayer, but if he's concerned about the aggressive crowd he gives no sign. Then, without a word, one of the tale-tellers jerks a knife, and goes to plant it in the old man's back. He half turns, catching the knife in the curve of his hook, and parries it away. Then he swings back in riposte, burying the sharp point in his attacker's throat. As the dying man gurgles his last, the one-handed swordsman stands, and takes a sip of his brew. There's a look in his eyes that says you don't want to make him draw that sword.

Don't roll that initiative unless you're sure, boy.

Single-Handedly Destroying Your Enemies


When it comes to warriors who should be feared, everyone worries about the great weapon wielders. Warriors who wield a shield in their off-hand are treated with care, because they have both offensive and defensive capabilities. When a swordsman has one hand, or worse just one arm, foes often discount them as a threat. What they forget is that when a swordsman only has one hand, they've often trained that hand to perfection in the craft of combat.

If you want to bring that sort of concept across in your Pathfinder game, you've got some options available.

For example, let's say your character lost a hand as a young man. So when he took up the sword, he focused on speed, skill, and technique over defending with a shield, or using an over-sized weapon. You could represent this unique fighter as a swashbuckler, who is equally skilled with his stump knife as he is with the rapier on his belt. Or, if you'd prefer to pay homage to the great blackguards of the high seas, you could take Slashing Grace to make a hook hand count as a piercing weapon, giving your swashbuckler a visceral, awful weapon that cannot be disarmed. If you add Piranha Strike into the mix, then you've got a serious damage dealer on your hands... well, hand.

Of course, that's just the most obvious interpretation of the one-handed swordsman we can use.

Alternatively, you might want to put together a fighter, or even a fighter/rogue combination who uses short blades to cut his enemies down to size. A one-handed Knife Master/Brawler archetype could do some serious damage, combining weapon training with feats like Weapon Focus and Weapon Specialization, and gaining increased damage from sneak attack. Or, if you're a hand-on sort of fighter, it would be possible for you to play a Brawler (the base class, instead of the fighter archetype) to make up for it. You might strap a spiked lock-gauntlet to your stump, using that as your primary weapon. Or, because your whole body can be used in the fight, you might choose to give your character only one arm, adopting an unusual fighting style that incorporates greater use of your legs, knees, and headbutts instead of relying on pure fisticuffs.

Imagine the embarrassment of being choked out by a one-armed monk.

Add A Touch of Magic


Another nice touch for the one-handed swordsman is to use a weapon enchantment that's fairly uncommon; the Transformative weapon.

So, for example, you might have someone with a hook hand, a stump knife, or even a spiked gauntlet. Then, when combat starts, all it takes is a flick of the wrist to alter that weapon into a rapier, a short sword, or another combat-worthy weapon. It could, in a real sense, act as a kind of Swiss army hand, allowing your swordsman to use whatever weapon is most appropriate for the situation, and for his or her personal combat style.

They called him... the Iron Fist!
 
It should be mentioned at this point that there are very few rules in Pathfinder that make you lose a hand, or an arm. While your DM might rule that taking a lot of damage in a single shot, the effects of being left unconscious in a troll's lair, or a firearm exploding in your hand should cause mutilation, there are no core rules to that effect. So remember, this is less of a back-up strategy for when your adventurer eventually comes out on the wrong end of a fight, and more of a concept that you can use to play a unique character without sacrificing efficacy in-game.

Also, if you liked this post, why not check out Replacing Lost Limbs With Magical Prosthetics in Pathfinder? It's full of all sorts of tasty treats, from the infamous Demon Hand, to clockwork limbs, to other augmentations you can use to help a character overcome a physical disability in the field.

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!

Tuesday, September 9, 2014

MORE Rules Pathfinder Players Keep Forgetting

In late June I published a list of 5 Rules Pathfinder Players Keep Forgetting, and the response to it was amazing. Forums were exploding with a buzz, and everyone was clamoring about other rules that got left off of the list. I took careful notes, and I decided there were so many that I had to come back and write a continuation to the original list. In fact, this series has been going on so long I now need to include the full list of entries on rules players have been overlooking, forgetting, or just plain don't know.

Playing By The Book: Some Pathfinder Rules That Players Keep Forgetting
MORE Rules Pathfinder Players Keep Forgetting
Even MORE Rules Pathfinder Players Keep Forgetting
Still More Rules Pathfinder Players Keep Forgetting
- 5 More Rules Pathfinder Players Keep Forgetting

So, that said, here's some more rules you likely forgot all about...

You Need Cover or Concealment to Use Stealth


You're going to need to do a little better than that...
I've lost track of the number of games I've played where a character is so specialized in stealth that a pin drop would seem like a gunshot compared to his footsteps. Hell, I've written a character build article for how to do this very thing right here on this blog. But even if you are silent as death and stealthy as a shadow, that doesn't change that you can't just roll a stealth check and become invisible.

Page 106 of the Core Rule Book outlines how the stealth skill works. Basically if anyone is observing you with any sense (sight, smell, hearing, etc.) then you cannot make a stealth check. Period. If you want to try and pull a Batman then you first need to make a bluff check, and then you can move to a place where you have cover and attempt a stealth check at a -10.

Short version; stealth is a skill, not a spell. Unless you have some class ability like hide in plain sight, or a feat like hellcat stealth (Cheliax, Empire of Devils) then you had better be able to move from rock to rock like a special ops soldier if you want to sneak up unseen.

Anyone Can Find Magic Traps


One of the strangest arguments I've come across from storytellers is that, in their games, rogues can't find or disable magical traps unless they have levels of some kind of spellcasting class. Despite the very clear language of the trapfinding ability these storytellers refuse to allow one of the signature abilities of the rogue class to come into play if they haven't dipped at least one level in wizard or sorcerer.

It must hurt to know they're double wrong.

Everybody chill out... I got this.
Page 417 of the Core Rule Book makes no bones about the fact that anyone can find traps both mechanical and magical. The basic DC for finding and disabling a mechanical trap is 20, and raising or lowering that DC changes the CR of the trap in question. When it comes to magical traps the base DC for both spotting and disabling the trap is a DC 25 + the level of the highest spell used in the trap. Only those with the trapfinding class feature can attempt to disable these traps using the disable device skill, but there's no word on whether or not wizards can disable these traps or not. Anyone, from the eagle-eyed barbarian to the overly-observant bard can perceive them, though.

Yes, You Can Take Multiple Archetypes For The Same Class


One of the best things that Pathfinder introduced starting with the Advanced Player's Guide was the idea of class archetypes. Rather than re-inventing the wheel by creating dozens of new base classes, or stuffing the world with prestige classes (a big complaint toward the end of Dungeons and Dragons 3.5), Pathfinder introduced archetypes that replace some of a class's old abilities with shiny new ones that allow them to be better at certain things. The Titan Mauler is good at fighting big enemies, and loses some signature barbarian abilities, the Holy Gun creates a black powder paladin, but strips away some of the raiment of a knight in shining armor... you get the idea.

Yes you can take more than one archetype for the same class.

It's the only way to explain this, really.
The caveat for this rule, found in the Advanced Player's Guide is that you cannot take two archetypes that replace the same ability. So you could take Thug and Bandit, two rogue archetypes, because they replace different abilities entirely. On the other hand you can't take an armor master and a brawler (the fighter variant, not the Advanced Class Guide class), because both of these archetypes replace weapon training 1.

Yes you can double dip. No you can't do it with the chip you've already finished eating.

Activating A Magic Item is a Standard Action


This is one of those sticky rules that players think they know, but often forget key pieces of. For instance, we all know that using a scroll or activating a wand is a standard action. But what about activating your flaming sword? Or sheathing your frost mace in arctic chill?

Yep, still a standard action.

Terrifying the locals remains, however, a free action.
Lots of players tend to forget that everything takes time. Yes it's cinematic for a fighter to growl a word in ancient celestial to light his burning sword, but it's good tactics to go into the stronghold of evil with your big guns cocked and locked. It also cuts down on grousing about wasted turns if you take care of all your command-word activations before the DM calls for initiative.

Combat Maneuvers


Combat maneuvers are those tricky things that most players eschew until they come up against a situation where they would be really useful (sundering the enemy's nearly impenetrable armor, hammering the poisoned knife out of the assassin's hand, grappling the escaped prisoner you want to take alive, etc.). While any character can attempt these maneuvers (though they draw attacks of opportunity if you don't have the improved name of combat maneuver feat), there's a lot of confusion about them.

So I make an opposed strength check now... right?
Firstly it's important to remember that some combat maneuvers can be done as a standard action, and some combat maneuvers simply replace an attack. Disarm, sunder, and trip can replace attacks (including those in a flurry of blows, or those being used by a two-weapon fighter), whereas bull rush, overrun, grapple, dirty trick, steal, and reposition all take a standard action. Of these standard actions, only a bull rush or an overrun may be used as part of a charge. You will roll a 20 and add your CMB (combat maneuver bonus), and if you beat the CMD (combat maneuver defense) of the enemy then congratulations you have successfully pulled off the maneuver.

Secondly you don't need to charge to use the bull rush combat maneuver. You can charge (Core Rule Book 198), and if you do you get a +2 to your bull rush maneuver, but you can perform the maneuver while standing entirely still.

Bluff, Diplomacy, and Intimidate Are Not Mind Control


The bonus 6th rule of this set, at the risk of repeating myself, is that lots of players tend to forget skills are not more powerful than spells. Any character can have a skill and build it up to a robust number; only certain classes get spells. It's for that reason that yes a bard can talk a mean game with her silver tongue to try and sweeten up a guard to let the party past, but if he she really wants to make the guard do something then it's going to take a command spell or a similar effect to force the guard's hand.

Why? Because you can have the most reasoned, appealing argument in the world, but some people won't care because they're bigoted, prejudiced, distrustful, or they just don't like you.

Sorry honey, I only listen when men are talking.
According to the descriptions of these skills (all of which are found in the skills chapter of the Core Rule Book) bluff can be used to convince people of the truth of a believable lie, diplomacy can be used to increase a creature's attitude toward you by up to two steps, and intimidate can be used to force a character to act as if it were friendly toward you for a few minutes before reverting to unfriendly.

What can't you do with these skills? You can't convince the goblin that he's actually an ogre, you can't suddenly persuade the paladin that his oaths don't matter, and you can't intimidate someone into betraying a sworn ruler if that person has ironclad loyalty. You most certainly cannot just get into someone's pants because you rolled a really high number on a social check. Basically you can't just roll a die and then take control of another character's decisions and responses, no matter how many levels you beat the DC by.


For those who have rules that are constantly forgotten at your table please leave them in the comments, or email them! Thanks again for dropping by Improved Initiative, and if you'd like to follow me then type your email into the box on the right, or stop by my Facebook and Tumblr pages. If you'd like to support this blog, and by extension me, then like this post on FB by clicking the box on the upper right, leave a tip in my "Bribe the DM" button on the right hand side, or stop by my Patreon page and become a patron today!