Showing posts with label druid. Show all posts
Showing posts with label druid. Show all posts

Monday, February 17, 2020

The Field Commander Conjurer

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

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

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

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

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

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

Fall in, maggots!

Conjuring The Cavalry


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

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

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

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

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

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

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

Additional Resources


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

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

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

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

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a dungeon master.

For more of my work, check out my Vocal and Gamers archives, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

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

Saturday, November 23, 2019

The God Squad (Party Concept)

The town of Anvil was burnings, and demons preyed upon its streets. Tiny winged monsters flitted from window to window, while corrupted cultists and half-blood damned walked through gore and viscera. The sound of hooves was loud in the charnel air, drawing the attention of the conquerors. Even the fiend Galatz DeThrann looked up from his sprawling seat upon the stone chair in the town square. A handful of people approached, their traveling cloaks drawn up, their horses at a slow walk.

"Fresh sacrifices," the Lord of the Gluttonous Feast burbled, fragments of meat spilling down the rolls of his chest. "Bring them to me!"

A pack of sharp-taloned flesh tearers loped toward the newcomers, teeth bared and claws at the ready. Before they could close, the leader raised his left hand in the air, and murmured a single word. Bright light spilled forth from him, banishing the shadows and darkness, making the servants of the dread lord hiss and bleed.

"So showy," Elaria Valdeem snickered, raising her birch-stock crossbow, the holy charms dangling from the grip chiming as she took aim.

"Now can we ride?" Kolvurus Grimm snarled, tossing back his hood, revealing the branded face of a servant of Charn, the god of the hammer and chooser of the worthy.

"Yes," Valarus Cann, Father of the Order of the Purifiers said. "Let us ride once again."

And may our gods smile upon us!

The God Squad


The gods have many servants, from clerics and inquisitors, to paladins and (at least according to some) oracles. Some even count shamans, druids, and rangers among their numbers, even though they draw on older, deeper powers than mere divinities. However, it is unusual to see these servants coming together to battle common foes. Not unheard of by any means, but what is almost unheard of is an entire party of these individuals coming together, the fingers of their faiths forming together into a single fist.

That is the God Squad.

Forgiveness and mercy? Sorry, that's not my department.
 
While it's possible to form a Squad from a single faith, it is far more interesting to weld one together from different deities who share goals, but perhaps not methods. The leader as a priest of the god of light, who is trying to find peaceful solutions to the issues at-hand, for instance, but he understands that when peace is not an option, the Red Helmet at his side from the chosen of the war god will take the lead. While the inquisitor of the god of change and revolution might get the side-eye from her companions, there's no denying that she gets results, and that her heart is in the right place.

And when demons rear their ugly heads... hoo boy. That's when the fires flare, and the heavens go to war.

Having that much divine power in one place at one time means that the party can bless themselves and their companions to become true avatars of the greater powers. Between boons to attack and damage, increased defenses, healing, the abilities to summon allies from beyond the planes, empower your weapons, and break curses... this group is a force to be reckoned with.

What Brings Them Together?


The gods move in mysterious ways, but there are two basic structures for forming a God Squad... the organic, and the structured.

If you're the sort of person who likes to start off with everyone on the same page, then a structured origin story might be better for you and your table. For example, if there is a holy order of knights that accepts servants from a variety of faiths, the party may all be tasked with solving problems on behalf of that group. Something like The Order of The God Hand in 100 Knightly Orders, which I wrote specifically for folks interested in a concept like this. Alternatively, individuals might be part of organized churches who agree to form groups of champions, or they may be under the command of the same lord or monarch, who can summon them to aid their cause in a time of need. Especially if the individuals in question already have their own Small Legends, which I've talked about previously.

And for those who prefer an organic approach?
 
A more organic solution for a God Squad is something you can turn to the Avengers for. Champions who may be individually powerful all find themselves in a situation where they need to rely on one another to be greater than the sum of their parts, their various specialties coming together to turn the tide. Perhaps they were all in the same place by happenstance, or they were given some sort of sign to look for; a nudge in the right direction by their patron deities. In this case the Squad assembles because of pressure from the outside, rather than from being told by higher-up mortal authorities to work together.

Both approaches have their advantages and disadvantages, but if your group wants to try to do this there are some important things to keep in mind.

- Do Not Bring Fire and Ice: Just because you all have patrons of some variety, don't bring someone who's purposefully antagonistic. This is not to say that you can't have servants of a good and an evil deity, but think of it like keeping things civil at work; learn to not push each other's envelopes too hard, and see what mutual ground can be found. Explore the characters' faiths and backstories, and see if they pull each other in different directions instead of butting heads.

- Avoid Pecking Orders: This is good advice for any party, but doubly so for a God Squad. Just as different gods may have different areas of influence, different members of the Squad will have differing roles. Don't create a, "My god is bigger than your god," setup, and you'll avoid needless frustration.

- Really Lean Into Your Faiths: A lot of the time players just hand wave the praying and the rituals when it comes to divine characters, but the God Squad is the place to explore those dynamics. If you have worshipers from different nations or sects, what differences do they ignore, and which ones matter? If two sworn swords have taken different oaths, have them discuss their priorities and alternative approaches. You don't have to do all of this at the table (chats and downtime roleplay is your friend here), but it can go a long way toward character development.

Additionally, if you haven't checked out my 5 Tips series on some of the divine classes out there, you might find some of the following entries particularly useful:


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!

Sunday, July 21, 2019

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

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

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

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

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

Now then, on with the list!

Option #1: Character Race


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

Some of the options you have include:

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

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

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

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

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

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

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

Option #2: Animal Companion


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

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

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

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

Option #3: Familiars


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

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

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

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

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

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

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

Option #4: Eidolon


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

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

Make Sure You Bring Your Squad To The Right Campaign


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

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

That's all for this week's Crunch topic! For more of my work, check out my Vocal and Gamers archives, and stop by the YouTube channel Dungeon Keeper Radio! Or if you'd like to read some of my books, like my sword and sorcery novel Crier's Knife, head over to My Amazon Author Page!

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

Saturday, September 1, 2018

The Noble Druid

"And when, precisely, will Lord Vanus have time to speak with me?" the envoy asked, attempting to keep his irritation masked beneath a sweet tone.

"He is on his morning constitutional right now," the steward said. "I am certain that, when he returns, he will host you properly."

The envoy's mouth was parted to say something else, when heavy thuds came from the veranda. A monstrous bear, shaggy and brown as high summer earth, ambled in as if he had not a care in the world. The envoy leaped to his feet, panic in his eyes, but the steward merely took a robe down off the wall and held it up. The huge grizzly reared up on its back legs, and shook itself. As the bear shook, the fur and skin slid away, becoming loose and empty as a cloak. A man's scarred hands took the hood, shaped from a bear skull, and peeled the enchanted skin away from himself.

"Thank you, Barrister," Lord Vanus said, slipping into the green robe and covering himself. The steward nodded, and took his lord's beast cloak, folding it carefully. Lord Vanus turned to the envoy, his thick, bushy beard splitting with a smile. "I do hope I didn't frighten you. Now then, I believe you've come to deliver the proposals for a new road. I shall attend you in my study as soon as I have had a chance to properly dress myself."

ROAR! "Let the record show the duke's objection in this matter."

A True Lord of The Land


The purpose of a noble is to steward a land, and its people. The reason the gentry was formed was they were given the responsibility of governance, and that responsibility was handed down over the generations. It is their job to make hard decisions, and to guide those under their care.

Someone who strove to maintain those ideals might easily find that, though they were born to privilege, that their stewardship is blessed by nature itself.

The precise method for a noble becoming a druid (not a druid who was raised to noble status for deeds performed, that's a separate concept) will vary based on the story you want to tell. For example, you could take a page out of the film Dragonheart, and have a sickly noble who was cured by a cabal of druids, a powerful fey creature, or some other representative of nature, which resulted in them being gifted with a part of that creature's power. Perhaps every Lord or Lady who ascends to take the family's mantle receives a blessing in a sacred grove, and swears an oath to the spirits who live in their land to be their champion. It's even possible that this particular family rose to the position of nobility specifically because the line tends to result in druids, rangers, and others who are both at-home in nature, and who can stand for the land as well as the people who live on it.

Do not anger the Lord. His allies are even more fearsome than he is.
 
It's important to remember that you can go through all kinds of shades of gray with this idea, as well. If you want to play a good druid, then perhaps he sees his responsibility as the head of a wolf pack, or the leader of a pride; to shepherd and protect those who aren't as strong as he is, while fostering bonds with his people. On the other hand, a corrupt or brutal noble family might see themselves as the apex predators, ruling through strength and raw power over lesser peoples. They might even be seen as more beast than man, taking pleasure in hunting people (often in wild shape), or even in eating the flesh of sentient creatures. The only law they maintain is the law of the wild, and in that duty they never falter.

Whether your noble druid is the latest in a long line of animal Lords and Ladies, or a unique anomaly in their family line for one reason or another, you have all kinds of options available to you for bringing this concept to life. And for my Pathfinder players, you might want to consider Inspired by Heraldry by Flaming Crab Games. This feat supplement gives your character supernatural abilities derived from their crest, allowing you to gain gore attacks for boars, flight for falcons, and a slew of other abilities that would be perfect for scions of noble houses. Or if you're just looking for a pre-made noble family, then you might find the half-feral Blackbriars or the swamp-dwelling Dredgers in A Baker's Dozen of Noble Families to be right up your alley. Lastly, if you want something specific for your character to draw on, then you might be interested in 100 Nobles to Encounter as well, as it's full of orcish War Dukes and elven High Boughs in addition to the usual aristocracy we're all familiar with.

If you're looking for more advice on breaking out of the stereotypes that are associated with druids as a class, check out 5 Tips For Playing Better Druids. And if you want more tips and tricks on fleshing out high born PCs, then you should also check out 5 Tips For Playing Better Noble Characters as well!

Also, for more about bear lords and druid stewards, you should take a few minutes of your time to check out the second installment of Mythconceptions over on Dungeon Keeper Radio.



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, January 13, 2017

The Urbane Druid

Lydia Nightshade is one of those people who seems to know everyone. She's at all the most exclusive galas, she's never denied entry into the city's most secret night spots, and it seems like she can bend the ear of anyone in the ruling elite with her charms. All it takes is a flash of her big doe eyes, and a hint of her playful smile, and people turn to putty.

What is her game, though? Why does she cultivate this garden of influence and friendship? Well, because someone has to speak for the trees, and she knows that if she can put her words into the mouths of the powerful that this place of brick and mortar could become a sanctuary for the green in every form it takes.

Of course it's this season. Spider silk and moonbeams. Where did I get it? Darling, you'd never believe.

The Urbane Druid


As I've said time and time again in posts like Make People Interact With Your Character (Not Your Class), we tend to get hung up on archetypes, and ideas when it comes to RPGs. Wizards have long, gray beards, rangers all have chin stubble, and clerics will tirelessly try to recruit you onto their worship team. We tend to forget that most of the things we associate with certain classes just aren't written into the rules. In this case druids and barbarians find themselves in the same boat. Both of them have traditionally been associated with the wild places of the world, but nowhere in the rules does it say you have to live in the forest and forsake the glory of corner coffee shops, and late nights at the pub.

Though you may need special dispensation for your +1.
 
Just like you can choose to use the urban barbarian archetype to immerse yourself in the feel of a city-dwelling savage, you have the option of playing an urban druid. But while that's one way of doing it, that's not what the urbane druid concept is about. Rather, the urbane druid is someone who embraces the manners, social charm, and culture of the city, with a twist. They subvert the rules, bringing nature into places no one expects it to be. They are the ones who set up animal rescues, and who tend to public parks. They're the ones who teach new generations how to respect nature, and how to reap its benefits without harming it.

And, when necessary, they're the ones who step-up to protect the green inside the city walls. Sometimes that means unleashing raw magic, and the fury of the beasts... but just as often it can be a subtler, more insidious sort of defense. Swaying hearts and minds, until even those who were once your enemies can't remember why they ever disagreed with you. And doing all of it with a smile on your face, and a clever witticism ready on your lips.

That's why I'd recommend the Feyspeaker archetype for this concept. Not only that, but you can take background traits like Friends in High Places, or Clever Wordplay to help boost your powers in the social arena, and navigate the eddies of the city's power structures.

Sure you lose out on summon nature's ally as a class feature, and you take a hit to your BAB, but there are bonuses, too. You gain enchantment and illusion spells, for a start, along with a slew of social skills. Most useful, though, is the fact that you cast using your Charisma modifier rather than your Wisdom modifier.

And with the power of the fey sliding through your voice, those fools on the city planning commission don't have a chance. The park will grow, it will thrive, and like ivy, the green will awaken the city's stony heart.

If you're looking for more inspiration, check out 5 Tips For Playing Better Druids!

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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 game master.

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Friday, March 18, 2016

Natural Attacks Can Turn Your Pathfinder Character Into a Monster

The party has battled its way through the blighted forest, scaled the cliffs of the blackened reach, and now finds themselves in the den of Flame Breaker, the ancient red wyrm. The adventurers manage to survive the great beast's breath, but those who rush in foolishly find that the dragon has other, more personal weapons at its disposal. After two claws, two wings, a bite, and a tail slap, those members of the party who aren't dead are going to spend the rest of the round ducking for cover and trying to heal.

Should have brought your A-game, my tiny morsels.
While the sheer array of natural attacks a dragon can rain down on a party is impressive, it's far from the only monster in the manual that gets so many powerful strikes. What a lot of players either don't know, or totally forget about, though, is that natural attacks aren't a toy reserved for the DM. You can add them to your character, as well, and often to truly devastating effect.

What Are Natural Attacks (And How Do They Work)?


Since we're crossing into territory a lot of players never enter, let's begin at the beginning. A natural attack is when a creature has some variety of natural weapon they can attack with. This might be a bite attack for a wolf, or a slam attack for a golem, a gore for a minotaur, you get the idea. All the different types of natural attacks, and their damage by size, are listed in the Universal Monster Rules.

With me so far? Good.

There are also two types of natural attack; a primary, and a secondary. A primary natural attack is made with the creature's full base attack bonus, ability modifiers, feats, bonuses, etc. just like a regular attack would be, and it adds the creature's full strength modifier to damage. If a creature only has one natural attack, it is considered a primary attack, and it adds 1 1/2 times its strength modifier to damage. A secondary attack is made with the creature's base attack bonus -5, and only adds 1/2 the creature's strength modifier to damage.

So bite is good?
Some of you are probably nodding along, but you're not sure where this is going. Sure, getting to add 1 1/2 your strength on a bite attack is great, but your bite only does 1d4 points of damage, and you could swing a greatsword to much bigger effect.

Remember the dragon example above? All creatures with multiple natural attacks get to take all of them as part of a full-attack action. No matter what level you are.

Time For Some Examples


All righty, let's reach for some low-hanging fruit. Let's say you're playing a 2nd level alchemist, and you take the feral mutagen discovery. This grants you a bite attack that deals 1d8 damage, and 2 claw attacks that deal 1d6 damage when you imbibe your mutagen. All of these attacks are listed as primary attacks. So, even though you're only level 2, you can claw, claw, bite as a full-attack action, with each attack getting your full bonuses, tearing someone to shreds like Lon Chaney on crystal meth. Not only that, but natural attacks can be modified by feats like Weapon Focus, Weapon Specialization, Power Attack, etc.

But wait, there's more!
You're probably thinking sure, natural attacks sound pretty cool for lower-level stuff, but once I get a magic weapon they just aren't going to keep up. Hold onto your hats, folks, because you don't have to choose between your iterative attacks (the ones with weapons we're all so familiar with) and your natural attacks.

You see, you can choose to make a full-attack action using both your iterative attacks, and your natural weapons. The only catch is that, when you do this, all your natural attacks are considered secondary attacks.

How does that work? Well, let's say you're playing a level 2 barbarian with the Lesser Fiend Totem Rage Power. This means that, when you Rage, you grow a pair of horns, and gain a gore attack with them. But, because you raided a sweet dungeon, you also have a flaming greatax. No problem! First, you take your regular attack with the greatax, adding your full BAB, bonuses, etc. Then you take your attack with your horns. They're now a secondary attack, instead of a primary, so you subtract 5 from your total.

There is a caveat here, though. You cannot make natural attacks with a limb that is holding a weapon. So, the alchemist we mentioned earlier could swing a mace, then take a bite, and a claw attack, both as secondary attacks, if he wanted to, but he can't make two claw attacks because one of his hands is holding his bludgeoner. Make sense?

Of course, this can get really crazy when you start playing a brawler or a monk, and your character has several natural attacks as well. A brawler with a bite attack and two claws, for example, could declare his iterative attacks are kicking his enemies, and then he could take his three natural attacks, albeit as secondary attacks, to become a whirlwind of death. Or when you have a tiefling who's a two-weapon fighter, who also gets a gore attack, and two hoofs because of his goatish inheritance.

The Limitations of Natural Attacks


Before you get too excited, putting together a half-human, half-beast death machine, it's important to remember that natural attacks have limits in what they can do. For example, lots of spells that grant weapon bonuses do not grant those bonuses to natural attacks. When you buy magical enhancements, you'll need to get an amulet of mighty fists in order to add magic to your strikes. Additionally, you may need to eat up several feat slots taking things like eldritch claws or improved natural attack and multiattack (the latter two are found in the Bestiary under "Monster Feats") in order to make sure your attacks keep pace with the monsters you're fighting.

Whatever they happen to be.
It is important to remember, though, your natural attacks aren't something that can be disarmed, and you always have them with you. Also, they benefit from class features like favored enemy, smite, and sneak attack the same way any other weapon would. So if using a lot of natural attacks is something you want to do (especially in conjunction with two-weapon fighting to get all the attacks in), you might want to see how you can turn your body into a weapon.

Some Ways You Can Get Natural Attacks


For those of you who've read this far who are wondering how to make natural attacks a part of your character, there are a lot of ways you can acquire them. Here are just a few of the more common ones you won't have to beg your DM for too hard.

- Rage Powers: Powers like the lesser fiend totem, beast totem, and animal fury grant you natural attacks while raging (gore, claws, and bite respectively). It's also worth noting that the greater beast totem grants you pounce, which could be a nightmare for anyone caught at the end of your charge attack.

- Mutagen: The feral mutagen mentioned in the example above is another great way to get a full bevy of natural attacks. If you're planning on taking levels of Master Chymist, it also allows you to hit harder, and hurt more, with those natural attacks.

- Class Features: Several sorcerer bloodlines grant natural attacks for a certain period of time at lower levels. Draconic sorcerers, or those who take levels in Dragon Disciple, will gain claws and a bite for a certain amount of time during the day. Druids who use their wild shape will gain the natural attacks of the creatures they become. Rangers can choose to take the natural weapon fighting style, which doesn't grant natural attacks itself, but it does give you access to feats which do, like Aspect of The Beast.

- Racial Features: This is where most natural attacks come from, because to have them all the time you've got to be born with them. Races that gain natural attacks, or have the option to gain natural attacks include orcs and half-orcs (bite), catfolk (claws), tieflings (variety of natural attacks, with racial feats), skinwalkers (bite, claws, or gore, typically), Tengu (bite, and sometimes others), and goblins (bite). There are other available races that get, or can get, natural attacks, but these are some of the more common ones.

- Magic Items: Though not common, there are some magic items that grant natural attacks. The Demon Hand, in particular, grants you a natural claw attack that's one size category bigger than you. The only requirement is that you have to replace your hand with a demon hand. This was one of my favorites mentioned in Replacing Lost Limbs With Magical Prosthetics in Pathfinder.

- Feats: There are a lot of feats that grant natural attacks to certain races or classes. Aspect of the Beast lets druids gain natural attacks, while Razortusk gives orcs and half-orcs a bite attack if they swapped out the racial feature.

For those who've been missing my long-winded crunch lists, hopefully this week gave you plenty to chew over. If you'd like to help support Improved Initiative, then why not drop by The Literary Mercenary's Patreon page to become a patron today? For as little as $1 a month, I  can keep the faucet open, and the flow coming straight to you. Also, if you haven't started stalking my updates yet, why not follow me on Facebook, Tumblr, and Twitter?

Saturday, December 26, 2015

What Do Your Verbal and Somatic Components Look Like?

In most D20 fantasy roleplaying games, spells have three components; a verbal component, a somatic component, and a material/focus component. These are the things every spellcaster needs in order to turn their willpower into reality, whether they're charming the town guard to let them pass, or summoning aid from the far reaches of the ethereal planes. Clerics and wizards, druids, sorcerers, and others all have these three requirements in common.

However, if you want to make your magic user truly unique, try describing what these components look like to your fellow party members.

"What did you cast?" What does it LOOK like I cast?

In posts like How To Roleplay During Combat and Dungeon Master Alchemy: Turning Stats Into Story, I recommended that players with spellcasting PCs describe the effects of their spells instead of just saying the name of the spell. However, the effect is just one half of a magic user's action. In fact, focusing on the effects instead of the components is sort of putting the horse before the carriage.

Develop Your Spellcasting Style


If you were playing a martial character, you'd ask yourself certain questions. Questions like:

- What is my weapon of choice?
- Who taught me to fight?
- How long have I been doing this?
- Do I use a particular fighting style, or did I make up my own?

Just because your weapon of choice happens to be the primal forces of the elements, or psychic attacks on the free will of your enemies, that's no reason you can't go through the same steps.

That isn't how wizard's duels work!
 
For example, say you're playing a wizard in Pathfinder. You've examined the prominent wizard colleges in Golarion, and you decide your character graduated from the abjuration program in Nex. So, you have an established school, with a long history of both powerful tradition and innovation in the magical arts. Your instructor was a pragmatist, who often tested your reaction times by flinging objects at you, and then when you were more established, throwing magic at you without warning. You were average in power, but developed a unique flair for deflecting elemental spells. Because you were used to reacting quickly, your somatic components are short, sharp gestures instead of wide, sweeping ones.

Alternatively, say you were a conjurer who graduated from the arcane college in Korvosa. An arrogant caster, your imp familiar is imperious and impatient, a tiny reflection on your soul. A master linguist, you make sure to always use the correct language of the plane you're summoning your creatures from. Infernal for devils, celestial for heavenly beings, and abyssal for when you need a slavering demon horde to come to your aid. Perhaps your imp intones the spells simultaneously, adding an echoing resonance to the magic as you connect a space on the material plane to the far reaches of the ether where you are calling forth minions from.

Stand Out From The Other Casters


There are so many different flavors you can add to your magic. If you want to make your next experience unique, or just jazz up your current one, you might consider using some of these spices.

- Language: The language you use for different spells can make a big difference. You could also use language as a way to reflect certain metamagic feats. For example, you might speak your incantations in Ignan in order to let loose with a maximized burning hands.

- Directing The Magic: When you move your hands, what are you doing? Do you mimic the motions of the spell, or do you simply direct it as if you were practicing a more martial art form? When you cast Black Tentacles, do you jam your fingers upward, mimicking the motion of the conjured tendrils? When the cinder flies from your finger when you cast Fireball, do you open your hand violently to trigger the detonation? Or are your motions more like a kata, using your entire body to summon, control, and direct your spells?

- Special Effects: A spellcaster's power comes in a variety of different flavors, and that can add some tell-tale signs that power is about to be unleashed. For example, if your magic user has arcane tattoos, or a divine birthmark, do they glow when she casts spells? Does the air stir around the sorcerer as he unleashes bolts of raw power? Do a warlock's features distort, taking on a cast similar to her heritage when she calls upon the dark power of her pact?

Presentation matters.
 
These are just a few ways you can stand apart from other spellcasters when it comes time to showcase a unique art. Everything from casters who speak their spells in rhyme, to those who incorporate their motions into an interpretive dance, are an option. So, if you want your casters to stand out, give us more than a twist-and-flick when it comes time to make your magic.

As always, thanks for popping in this week! If you'd like to help support me and my blog, then why not stop by my Patreon page to become a patron today? Seriously, as little as $1 a month can make a big difference, and help me produce more content just like this. Also, if you want to make sure you don't miss any of my updates, then follow me at Facebook, Tumblr, and Twitter!

Friday, February 6, 2015

Some of The Best De-Buff Spells in Pathfinder

Magic is one of the most potent weapons in Pathfinder, but as the great and wise TreantMonk once said there are three types of spellcasters that will win the day for their party; the battlefield controller, the buffer, and the de-buffer. Today Improved Initiative is going to bring some spells to your attention that every de-buff lover should have on them at all times. You've never experienced true victory until the villain's attacks are rendered moot not because of the rogue's poison or the barbarian's greatsword, but because of the penalties you are forcing him to fight under.

These spells might not be the most debilitating out there, and they might not be the most powerful, but often the spells you use most won't be. Some of them ignore spell resistance, provide no saving throw, or offer a partial negative even on a successful save. Read the descriptions and I'll not only tell you what they do, but tell you why you should have them. Also, while they're separated by a single class make sure you check your class's spell list to see whether or not you gain access to them as well.

Also, if you're looking for even more de-buffs you might want to check out my Dirty Trick Master Character Build as well as this list of The Best Alchemical Items For Your Pathfinder Party.

Without Further Ado...


Look for touch of idiocy later on in the list...

Magus Spells


Frostbite (Ultimate Magic 221) [also Bloodrager, Druid, and Witch]

At first glance frostbite seems like your typical, low-level damage dealer. 1d6+1 point per level of non-lethal cold damage to the target. The spell also makes targets fatigued without a saving throw, meaning is a -2 to a lot of things, but it also shuts down a barbarian's rage immediately if they can't rage while fatigued. For that alone it's a good trick to have up your sleeve.

Snowball (Pathfinder Player Companion: People of The North) [also Druid, Sorcerer/Wizard, Summoner and Witch]

Your basic 1d6 per caster level (up to 5d6) this spell is useful since it ignores SR. Not only that but if you hit your target has to make a fortitude save or be staggered for 1 round. Ulfens don't fight fair.

Mudball (Advanced Race Guide) [also Druid, Sorcerer/Wizard, Witch]

You conjure a ball of mud that flies at a target's face, blinding it on a hit. On the target's turn it may make a Reflex save to shake off the mud, or use a standard action to wipe it away. This debuff is a delaying tactic, ensuring the target is blind for part of a round with the added benefit of making it waste its standard action to clear its vision if it fails the save. Not a bad spell for a wand, useful at low levels

Frigid Touch (Ultimate Magic 221) [also Bloodrager, Druid, Sorcerer/Wizard]

This spell deals 4d6 of cold damage, and it leaves your opponent staggered for 1 round with no will save (SR does apply). If you strike with a critical hit (something a magus with a keen scimitar has a good chance to do) then you will leave the enemy staggered for a minute instead. That can be a combat killer when you take away the enemy's ability to perform full round actions.

Wizard and Sorcerer Spells


Ray of Enfeeblement (Core Rulebook 329) [also Bloodrager, Magus, Witch]

A favorite of necromancers everywhere this spell fires a black ray at a target as a touch attack that will inflict a penalty equal to 1d6+1 per two caster levels, maxing out at 1d6+5. What makes this debuff so great is that even if the target saves they still take half of the penalty. So if you're a level 10 caster and roll minimum on the penalty, and they save that's still a -3 to strength. If they fail and you roll max that's a -11, which can be a combat ender right there if the target is depending on raw might to carry the day.

Touch of Gracelessness (Advanced Player's Guide 250) [also Bard and Bloodrager]

This spell is a lot like ray of enfeeblement, except that it's a touch attack and it reduces the target's dexterity. The target still takes half the penalty on a successful save, but if it fails then the target's flight skill is reduced by one step, and if it moves more than half its speed the target falls prone. Hilarity will ensue if you smack the target and then acrobatically tumble away only for it to fall down chasing you.

Color Spray (Core Rulebook 256) [also Bloodrager and Magus]

Every low-level party's friend, Color Spray is a cone that can leave your enemies stunned, unconscious, and blinded. At higher levels (if your enemies have 5HD or more) it will only stun them for a round, and since it's negated by a will save it's a good idea to pick up a wand of it at level one, use it up, and then move on to more practical de-buffs after level 5 or so.

Chill Touch (Core Rulebook 255) [also Bloodrager, Magus, and Witch]

This one is a favorite of magi who can deliver spells through their weapons. Every touch delivered does 1d6 of negative energy, and has the potential to deliver 1 point of strength damage. You get one touch per level, so if you've got even a halfway decent caster level you can reduce an enemy down to nothing in relatively short order. And even if you don't get the strength damage, you still get that extra d6 of negative energy. It's also handy for driving off undead.

Animate Rope (Core Rulebook 242) [also Bard and Artifice Domain]

This one often gets overlooked, but it can be a lifesaver for bards who drop their whips. As long as you can get a rope, or something rope-like, near an enemy you can render them entangled, or trip them. This is particularly nice for spellcasting foes, since in addition to the penalties that come with being entangled they have to make a concentration check to cast any spells. That can be a major life saver when the cleric of Zon Kuthon loses three spells because she's all tied up. It also allows no spell resistance, which is another great bonus.

Glitterdust (Core Rulebook 290) [also Bard, Bloodrager, Magus, Summoner, Witch]

Nothing can screw over a party faster than enemies that can become invisible at will, and there's nothing more embarrassing than being a high level party where no one can find the villain as he chips away at you. In addition to making your enemies David Bowie levels of fabulous, though, you've got a chance of blinding them. What makes glitterdust such a great de-buff spell is that it ignores spell resistance, which can be a life saver when SR keeps blocking your magic. That, and if there's a big enough group someone's going to fail the save.

Touch of Idiocy (Core Rulebook 360) [also Bloodrager and Witch]

This spell reduces your target's intelligence, wisdom, and charisma by 1d6. There's no saving throw (but there is spell resistance), but if you can slap this onto a wizard or cleric who's giving your party grief then you have just lowered the saves on that caster's spells, and you might get lucky and strip out some of their big guns. A definite necessity if you're ever going to fight enemies who need those stats.

Ray of Exhaustion (Core Rulebook 330) [also Bloodrager, Magus, Witch]

If you hit the target with a ranged touch attack and the target fails its save then it becomes immediately exhausted. If the target succeeds though it's still fatigued, which means that as long as you hit you still do something bad to the subject. Where this spell gets devious though is when you combine it with another effect (like frostbite) that makes the target fatigued already, because if a target is already fatigued and makes the fortitude save they still become exhausted thanks to this ray.

Enervation (Core Rulebook 277) [also Bloodrager, Witch, Loss and Undead Domain]

If you've never found a staff of necromancy in a dungeon then you don't know the sheer joy reducing your enemies by 1d4 levels can bring. There's no saving throw, which means all you have to do is penetrate spell resistance to start putting harsh negatives onto your foes.

Heatstroke (Pathfinder Player Companion: Sargava, The Lost Colony) [also Druid]

This spell operates just like ray of exhaustion, except that it does 1d4 points of nonlethal damage. A pretty snazzy addition for those who don't want to use necromancy, or who have bonuses for evocation magic that makes the save higher.

Fear (Core Rulebook 281) [also Antipaladin, Bard, Bloodrager, Inquisitor, Witch]

This cone makes creatures in it tremble in fear if they fail a will save. Even if they succeed they're still shaken for 1 round, which isn't a bad consolation prize if you're stacking negatives.

Calcific Touch (Advanced Player's Guide 208) [also Bloodrager]

Once per round (the duration is 1 round/level) you can deliver a touch attack that does 1d4 points of dexterity damage and slows the target. A fortitude save negates the slow, but if you keep slapping the target with this spell until its dexterity hits 0 it becomes permanently petrified.

Waves of Fatigue and Waves of Exhaustion (Core Rulebook 368) [also Witch and Toil Domain]

Both of these spells are cones that make targets in the area either fatigued or exhausted. What makes it particularly good is that there's no save versus these spells; just spell resistance. So if you know your enemies don't have SR and you need them debilitated quick, fast, and in a hurry these spells are ideal ways to accomplish that.

Icy Prison (Ultimate Magic 224)

You trap the target in ice that's 1 inch thick per caster level. On a successful reflex save the target is only entangled. It takes 1 point of cold damage per caster level every turn until it breaks free... so even if they make the save, they're still hobbled.

Resonating Word (Ultimate Magic 235) [also Bard]

This spell offers partial fortitude saves and SR, but it's a 3-round effect that does damage and leaves the target stunned on a failed save. Three separate saves for a single spell is pretty good, especially since you can cast this spell from over 100 feet away.

Prediction of Failure (Ultimate Magic 232) [also Witch]

If the target fails its save on this spell it is permanently shaken and sickened due to visions of every failure it will ever endure. Even if the subject succeeds it's still shaken and sickened for one round per level. Just to add insult to injury spellcasters who fail their saves gain a minor spellblight.

Irresistible Dance (Core Rulebook 303) [also Bard and Witch]

As the name implies this powerful spell makes a subject caper in place, taking a -4 to AC, taking away shield bonuses, imparting a -10 to reflex saves and provoking AOOs. It normally lasts 1d4+1 rounds, but if the target makes a will save it still has to caper for 1 round.

Polar Ray (Core Rulebook 323) [also Ice Domain]

The main reason to use polar ray is that it does a d6 of cold damage per caster level, but it also does 1d4 of dexterity drain. Yeah... the bad kind. No saving throw, but SR applies.

Cleric Spells


Sound Burst (Core Rulebook 346) [also Bard and Oracle]

Sound burst is a 10 foot radius burst that does sonic damage and might stun your opponents. It makes the list because unlike the spell shout sound burst does full damage even if your enemies save. If they don't, well, they're just standing around like gormless mooks for a round.

Prayer (Core Rulebook 325) [also Oracle, Inquisitor, Paladin]

You give all your allies a +1, and all your enemies a -1 in a 40 foot burst. There's no save, but it is affected by spell resistance. Sometimes it's the little bonuses/negatives that make the difference.

Aura of Doom (Ultimate Magic 207) [also Oracle]

This spell allows spell resistance and a will save, but as an aura effect it's worth the investment. Especially since if enemies leave the aura and come back they have to save again, and any enemies that fail the save are shaken. Shaken enemies are some of the best kinds of enemies, especially if you're going to cast more spells that have saves, because the enemies will take negatives.

Spit Venom (Ultimate Magic 240) [also Oracle, Druid, Witch]

You spit venom as a touch attack, and if you hit the target is blind for one round. That's a guaranteed condition. The target also has to save against black adder venom, or gain that poison and all of its negatives as well.

Terrible Remorse (Ultimate Magic 243) [also Bard, Oracle, Inquisitor, Sorcerer/Wizard]

You fill a creature with awful remorse for what its done. If it fails a will save then it's compelled to harm itself. Even if the creature saves it's paralyzed with sorrow, rendering it staggered and reducing its armor class by 2 for a round.

Debilitating Portent (Ultimate Combat 227) [also Witch]

The target is surrounded by a green aura, and every time it makes an attack or casts a spell it has to make a will save or deal half damage. The spell lasts for 1 round per level, and it can be dismissed as an immediate action to negate a critical hit scored by the target. The attack still happens, but it deals half damage like a regular attack.

Druid Spells


Tar Ball (Ultimate Magic 243)

Tar ball is one big glob of nastiness. You fling a burning ball of tar at an enemy (no save, no SR), and it deal 1d4 point of fire damage plus your strength modifier. It deals an additional 1d4 of fire damage for the next 1d4 rounds, and while it's in place the target has a -2 penalty to dexterity. The tar can be cooled with a DC 15 reflex save, or by pouring a gallon of a non-flammable liquid onto it. If you stop, drop, and roll you get a +2 on the reflex save.

Sirocco (Advanced Player's Guide 244) [also Magus, Sorcerer/Wizard, Storm Domain]

This spell creates a cylinder of furnace-hot wind that deals 4d6+1 point per caster level to creatures in the area. A successful save cuts the damage in half and means they aren't knocked prone, but all creatures who take damage become fatigued. It allows spell resistance, but if you want to give a whole bunch of characters a status condition, and nullify a raging horde, this is a good start.

Euphoric Tranquility (Advanced Player's Guide 219) [also Bard, Cleric, Oracle, Sorcerer/Wizard]

This spell puts a creature in a totally blissed-out state of being. It abhors violence and treats everyone as friends. If the creature is attacked it gets a save to act normally for a round, but if it fails will simply retreat. No initial save, though it does allow SR.

Bard Spells


Deafening Song Bolt (Advanced Player's Guide 214)

This evocation spell ignores spell resistance and offers no saving throw (two great things). It turns three notes into actual bolts, and when they strike a target each individual bolt does 3d10 damage. The recipient of a bolt is also deafened for 1d6 rounds, and that means penalties on initiative, 20% chance of spells with verbal components being miscast, etc., etc.

Stunning Finale (Advanced Player's Guide 247)

If you have a bardic performance in effect you can end it with a shocking flourish. This spell allows for spell resistance, but three targets who can see and hear the performance must make a fortitude save. On a failed save they're stunned for 1 round, and on a successful save they're still staggered for one round.

Inquisitor Spells


Castigate (Advanced Player's Guide 210)

This spell makes a living being cower and beg for forgiveness. It allows spell resistance, and a will save. On a failed save the creature cowers in fear. On a successful save it's shaken for a round. Every round it can try a new save, but if you're fighting something with a low will save it could be begging for quite some time.

Blistering Invective (Ultimate Combat 224) [also Alchemist and Bard]

You unleash personal vitriol so hateful that enemies who hear it actually catch fire. While being able to insult someone till they burn is useful, the spell also lets you make an intimidate check to demoralize all enemies within 30 feet of you. Being shaken is no mean thing, especially when you can do it without being within melee reach.

Paladin Spells


Fire of Entanglement (Advanced Player's Guide 221)

When you attack a foe you've used your smite evil on that creature is wreathed in flames that entangle it. If it starts its turn in a square adjacent to you it's considered stuck to you and can't move. The duration is one round per level, but if the creature makes a reflex save it's only entangled and stuck to you for one round. Still that's one round it can't fly away or leave that set of squares.

Witch Spells


Ill Omen (Ultimate Magic 229)

This spell makes your enemy roll a d20 twice and take the less favorable result. You get an addition double-die roll for every five levels. No saving throw, but if the enemy figures out what you did then he can take a move action to whisper a prayer of luck to negate a single double roll. Then again, that means no full-round actions, which is pretty good for you if you can get through the spell resistance.

Woo, That's A Lot of Magic


I'm not going to lie, this week's installment took a lot of book scouring. If you'd like to support Improved Initiative then why don't you go to The Literary Mercenary's Patreon Page (which is where I get my funding) and become a patron today! Also if you want to get all of my updates on the games you love make sure you're following me on Facebook and Tumblr!