Showing posts with label inquisitor. Show all posts
Showing posts with label inquisitor. Show all posts

Saturday, May 22, 2021

A List of Ways To Become Immune to Fear in Pathfinder

There are few things as frustrating as fear effects in Pathfinder. While being shaken is irritating, if you get the frightened or panicked condition, all of a sudden your hulking brute or lifelong mercenary just tucks tail and runs from the fight. Most players I've shared a table with would rather have their characters bleeding out and dying than being forced to flee, because at least then getting sidelined would mean they went out fighting. And fear effects are just littered throughout the game, coming in the form of auras, monster powers, spells, and more, so this is something you're going to have to deal with a lot in basically every campaign you play.

And while there are plenty of ways you can get a boost to saves against fear effects, there's a 1 on every die. So if you're looking for some unique ways to get your next character completely immune to fear, I'd recommend trying out some of the following tricks.

Yes, yes, Aura of Dread, all that. We doing this or not?

For folks who are wondering, this may or may not have been part of the research for the guide that will be the follow up to my Imperial Commissar conversion that I posted a few weeks back. If you want to make sure you don't miss out on all that nonsense, the consider signing up for my weekly newsletter to ensure all my freshest releases go straight to your email!

Lastly, I'm sure this is far from a complete list given the amount of content out there. So if I missed something, make sure you toss it in the comments!

Class Features


The most common way for characters to gain immunity to fear is with 3 paladin levels. However, that class is by no means a universal fit for folks who don't want to deal with fear effects, but who may not necessarily want to maintain that LG alignment requirement. Or play a partial caster.

The land and title is nice, but I'm really here to face my fears.

For those who want to stay away from a lawful alignment, the barbarian has the rage power fearless rage, which does just what it says on the tin. Sadly it requires you to be level 12. However, for earlier levels you could take the feat Bear's Balance. This allows you to start raging whenever you'd fail a save against a fear effect, essentially allowing you to hold it at bay as long as you've still got Rage rounds left to burn, which is a pretty snazzy trick.

There are also a few options in the cavalier class. The ghost rider (an archetype that gets to summon its own phantom mount as well as a gaze attack, making it my basis for my Ghost Rider character conversion) gains immunity to fear at 3rd level, which is on par with the paladin. There's also the standard bearer archetype, whose banner grants everyone fear immunity... but at level 20. Sadly that's probably never going to really come up as most games don't even go that high.

And for those who want to try out an inquisitor, the Valor inquisition gives you fear immunity at 8th level. Still a bit of a wait, but definitely early enough to still have plenty of juice left in it.

If your GM allows you to bring 3rd party stuff to the table, you could try out the knight from Adventuring Classes: A Fistful of Denarii. It gets fear immunity at level one, which is all kinds of sexy. There's also the Order of The Flagon for cavaliers in Flaming Crab's Cavalier Orders, which gains immunity to fear whenever the cavalier issues a Challenge.

Alternatively, if you look at my own supplement Cities of Sundara: Moüd you'll find the Deathstalker archetype for slayers, which also grants immunity to fear at level one. Just something to think about if you're looking for another reason to check out my Sundara setting!

Magical Solutions


While I came across a lot of magical options that granted bonuses against fear, or which did things when you succeeded on a fear effect, there weren't that many that actually flat out gave you immunity. However, the ones I did manage to find are as follows.

I know, I figured there would have been more, too.

The grim helm, found in The Dead Roads, is one of the main ways I found to give one immunity to fear. It has the negative that you can't gain morale bonuses as long as you wear it, but it can also suck the morale bonuses out of people near you, so that's an added plus. It does cost a whopping 48k gold, though, so it may not be worth all that effort.

In addition, the spell Blessing of Luck and Resolve, taken out of the Advanced Race Guide, grants a +2 bonus on saves against fear, or makes you immune to fear if you already possess the fearless trait (read: you are a halfling). Another option, for those who didn't opt for the small sized race, is Litany of Defense out of Ultimate Combat. This spell doubles any enhancement bonus on your armor, and renders you immune to fear. If you're not a paladin, antipaladin, or inquisitor, though, you'll probably need to get it in a wand.

There's also, as one reader pointed out, greater heroism. Not sure how I missed that one, but it's one of the "easier" methods to get... it is a 5th or 6th-level spell slot, though, so keep that in mind when you prepare it. You could also grab the Padma Blossom (another suggestion by a reader), which costs 8k gold, but honestly is pretty great. Bonuses to concentration, twice per day cast calm emotions, and it suppresses a bunch of effects in addition to fear.

Miscellaneous Solutions


There are two other solutions I've come across for the problem of fear, and rendering it a moot point. The first, and arguably the one that will be the hardest to get most GMs to agree to, is to let you play an android. Fear is one of the many things they just don't have to deal with. At all.

What... is... fear?

The other useful option I found is the feat Stoic. While not a perfect solution, since it forces you to make the initial save against fear, it states that you are immune to any other fear effect from that source for 24 hours after making that initial save. So, while useful against things like auras that require you to make constant saves, this feat isn't a very useful solution when it comes to things like a one-time spell effect. Still, it's a +1 bonus in addition to the post-save immunity, so it's not going to be wasted if you think you're going to be in a lot of situations where you're going to have to cope with things that require you to keep your cool.

Another interesting combo a reader shared was by combining the feats Nameless One and Masked by Fear. It's a pricey combo, and doesn't technically make you immune to fear, but it means you can only be shaken rather than frightened or panicked, and that's good enough for my purposes! Especially since this is the trick I opted to use in my Death Korps of Krieg character conversion for Warhammer 40k!

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That's all for this week's Crunch topic! For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio! Or if you'd like to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, head over to My Amazon Author Page!

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

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:


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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.

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

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

Monday, July 8, 2019

The Inquisitor's Guide, A 5E DND Review

As I've alluded to before, sometimes the folks reading this blog happen to be game designers themselves. And when the stars align, I get a message asking me if I'd like to review their latest releases. I'm always down for checking out new material, and when I'm done giving it a look, I'll tell folks what I think of it.

And, honestly, I didn't expect what I found in The Inquisitor's Guide.

Because honestly, who expects this?

What Is This Supplement For?


As it says on the cover, The Inquisitor's Guide is basically a new paladin oath, a new background, and some detailed options for torturer's implements and skills. The new oath is presented clearly, the background is comparable with what you find in the rest of the game, and the rules for confessions... eh, we'll talk about that part later.

We always talk... eventually.
The rest of the word count is taken up with setting-specific flavor that will either help you a lot, or be less-than-useful for you. It's going to depend entirely on if you're running your game in the Forgotten Realms setting or not. Because if you are, great, this provides you a solid starting point for seeing how inquisitors can be organized, and the gods they tend to serve (it's Tyr, in case you were wondering). If you're running in another world with different gods... well, that part is largely going to be set aside for you. Though it's straightforward enough you could change a few names and cannibalize it if you want.

Honestly, I Expected More


It might have been a miscommunication when the creator was telling me about this project, but I thought it was going to be a lot more in-depth than this. When I saw it wasn't a guide for an entirely new class (as I love Pathfinder's inquisitors, and I was hoping to see some really expanded options for 5E along the same lines), and that it just gave a single option for paladins (rather than, say, one for paladins, one for clerics, one for rogues, and so on and so forth to give you a diversity in inquisitorial choices), I felt like an opportunity had been missed.

However, it is unfair to judge something by what it isn't rather than what it is. And what The Inquisitor's Guide is happens to be a useful, straightforward supplement that isn't going to break the bank, and provides you with a new option, and a little support.

What About That Torture Thing You Mentioned Earlier?


Oh, right. That.

One of the major selling points of this guide for some players and DMs is going to be that it details the use and DCs for torture implements. While the guide does take pains to point out that this kind of enhanced interrogation is an inherently evil act, and that those who serve good gods should be penalized for participating in it, these implements do exist, and they are available for those know know how to use them.

Which is a bit of a mixed message, honestly.

The supplement paints inquisitors as fanatical devotees of their gods, but also goes to some pains to assure the reader that the organizations who boast these members are usually good and just, only going to extremes when truly called upon. Which is sort of at-odds with the whole, "And here's how they torture people to extract information," section. And even apart from how dicey it is to have a non-magical means that accurately forces facts out of people (as torture isn't something that works, which is why on a practical sense it's a bad tactic), giving ostensibly good characters access to an in-the-text evil skill set is a problem.

Personally, I would have given that technique to another class archetype (perhaps an Inquisition rogue who was all about ferreting out lies and interrogation), or pairing it with a cleric who could detect lies at-will as an ability. Or, barring all of that, making the inquisitors more about getting results, and less about methods and goodness, showing them as wide-eyed, bloody-handed warriors that are seen by the faiths of the world as weapons of last resort. The ones given permission to lock the doors of hell from the inside if that's what it takes to keep the demons at bay, so to speak.

Overall, 3 stars. A solid start, and I would really like to see it expanded into some of the options I mentioned. But if it's not, I won't lose any sleep over it.

Interested in Other Stuff?


I've gone through a surprising amount of stuff over the past few years. If you're looking for more fun supplements to add to your table, might I recommend some of the following?


And if you've got something you'd like me to review, feel free to reach out! I'm always up for taking a look at new, unique stuff.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you enjoyed the film, and it provides you all with the same sort of inspiration it did me!

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, then head over to My Amazon Author Page!

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

Monday, March 4, 2019

Judge Dredd is Lawful Evil

I've talked a lot about alignment over the years on this blog, with previous posts like Alignment is Performative as well as the installment that started this occasional feature Absolute Good, Absolute Evil, and Alignment in RPGs. However, since a discussion on this particular topic keeps cropping up in my feed over and over again, I figured I'd leave my two cents on it this week.

Because it disturbs me that so many of my fellow gamers are rooting for the fascist power fantasy, while missing the satirical soul of Judge Dredd.

Because if this doesn't look like a poster from Franco's Spain, I don't know what does.

 So this week I thought I'd dedicate some time to this, and get us thinking a little deeper.

Also, for those who haven't seen it, this ended up becoming the first in my series of Alignment Deep Dives, so if you like this format and subject matter stop in and check those out!

Who is Judge Dredd?


For those of you who somehow aren't familiar with this character, let me catch you up on the basics. Dredd lives in the post-apocalyptic future of world of 2000 AD. The character is a Judge, empowered by the legal system of Mega City One to dispense justice according to the laws. The unbroken concrete hellscape is not a forgiving place, though, which means that the offenders who cross Dredd's path can expect to spend decades in total isolation at best, or summary execution at worst.


The character and his world are a satirical take on the power fantasy we see in a lot of action movies, which is one reason Dredd seems like an amalgamation of famous musclebound stars. Stallone's chin, Arnold's chest and biceps, Lundgren's sheer towering height, etc. He also tends to fall into the same category as Rorschach from Watchmen... which is to say that the British audience he was made for understood that he was a totalitarian nut job who believed he was doing what it took to keep order, while the American audience mistankenly thought the character was a hero.

The reason we never see Dredd remove his helmet is that he is not a human being. Dredd is an idea; he's the police state if it was a person. He is the militarization of law enforcement to the point that it exists for its own sake; an arbitrary force of nature that rains down hellfire on those who break the law.

Why Dredd is Not Good, Nor Neutral


Don't misunderstand me, here. The character of Judge Dredd is a ball, and the world he exists in is full of batshit bonkers stuff. State-sponsored cannibalism, raves of mutagenic drug addicts, ghoulish parodies of justice from other dimensions, and so on. If you don't have the film Dredd on your DVD shelf, and you haven't taken a look at Judge Dredd and The Worlds of 2000 AD Core Rulebook, then you should totally go do that.

You will thank me for it later. Now, let's get started.

To address the folks in the, "lawful good doesn't mean lawful nice camp," I agree with you on principle. Just because you have an LG in your box, that doesn't mean you visit orphans on the weekends, and plant daisies in your front garden. But it does mean that you attempt to do what is right. This is an important distinction, because you'll notice that Dredd often talks about bringing judgment, but never justice.

Because Dredd is not concerned with what is right; he is concerned with the law, and only the law. Sometimes enforcing the law means he saves people from vicious gangs. Sometimes it means he ends up splashing people's brains all over the wall for nonviolent offenses. His obsession with the penal code, and the fact that everything is filtered through it (along with the fact that mercy is not a quality he possesses, though he is well within his rights to exercise discretion should he so choose), is further evidence that doing what is good does not cross his mind.

And if performing any of the atrocities we see him commit on the regular bothers him, we never see that either.

Judgment Intensifies
As far as the, "He enforces the law, and that makes him neutral," crowd, I also acknowledge that you have a point. Someone who applies the law equally and fairly would normally fall into the LN category on a character sheet. They're impartial, trusting in the law to bring justice.

However, the system that Dredd supports is blatantly and satirically broken. The answer to every problem in the 2000 AD world is the most cartoonishly evil one you could possibly have that still solves the problem. People are hungry because most of the nation is an irradiated wasteland? What if we made it an open secret that we were recycling all the dead bodies into meat products to keep people fed? And increased the penalty for a lot of crimes to summary execution to make sure the supply stayed fed? Unemployment is skyrocketing! Well, let's crack down on more crimes to store unwanteds in a colossal prison complex to keep the population under control. There are too many crimes to deal with processing offenders and accused offenders? Eh, just do away with the whole court system, and put all of our trust in a single person to carry out the sentence.

Dredd is just doing his job. The same way certain jackbooted personnel during Hitler's Germany or Franco's Spain were just doing their jobs. Perhaps the best statement on the whole matter is from one of the corrupt judges in the Karl Urban film. "You know what Mega City One is? It's a fucking meat grinder. We just turn the handle."

These policies are not huge secrets in Dredd's universe. He's witnessed plenty of them firsthand. He sees people being executed in droves, he sees the riots and the fear, and he knows that what he is doing is perpetuating the system. He does not question it. He turns the handle, because that is his job. And by willfully participating in this kind of structured evil, he has become a willing party to all of its acts. He is, in many ways, the best representation of the State he serves; the glitz and polish of militarized force, barely concealing savage violence, the gold accents of his uniform spattered with blood.

Why We Want Dredd (And Characters Like Him) As Heroes


If we take a step back, and look at Dredd objectively, we realize that he is exactly the sort of character we typically use as a lieutenant villain in RPGs. Someone who summarily executes people without gathering evidence or presenting it to a court is exactly the kind of sign DMs give to players to let them know they're in an evil kingdom. The only way to make it more blatant is to have him beat a confession out of someone.

We saw it with Rorschach in Watchmen, and we see it in a lot of takes with Batman. We see it in every iteration of Superman when he decides to rule the world. We see it in the Deathwish films, and to an extent we see it in the Punisher. Part of it is that they play into the myth of victory by force. The vigilante, the hero cop, the old soldier, and other archetypes that all poke the American psyche in its happy places. They allow us to justify might-makes-right without putting ourselves into the category of the cruel ogre, the slave driver, or the wicked knight because their goals have been painted as noble, or necessary in some way.

It lets us have our cake and eat it, too.

The other part of the appeal is that these characters are often presented with the right beats that we don't think about the implications of what's beneath the skin. Something Paul Verhoeven did with Starship Troopers, for example.

For more on this topic of casting the folks we should see as villains as heroes, and the tricks we often fall for, check out the following video by Wisecrack!



Final Thoughts


Does liking characters like the protagonists mentioned above make you a bad person? No, of course it doesn't. Hell, I've actively enjoyed reading/watching most of what I've mentioned in this article. And sometimes you just want a game where you can mow down waves of unthinking, particularly evil enemies without worrying about your conscience, or what effect it could have on your alignment.

I get that.

However, discussions about alignment often reveal more about us than we think. And if you find yourself arguing that the billionaire who puts himself above judges while ignoring the law of the land, or the masked lunatic who tortures people for information deserve to have a G or an N in their alignment boxes, stop and ask why. Because no one ever claimed that Jack Bauer, Dredd, or even Charles Bronson's leads weren't effective at achieving their goals. But getting the job done doesn't make you a good person.

Just some food for thought!

That's all for this week's Moon Pope Monday! For more of my work, check out my Vocal and Gamers archives, as well as Dungeon Keeper Radio. And if you'd like to read some of my books, like my sword and sorcery novel Crier's Knife, then head over to My Amazon Author Page!

If you want to stay on top of all my latest releases, then follow me on Facebook, Tumblr, and Twitter! Lastly, to help support me you can Buy Me A Ko-Fi, or go to The Literary Mercenary's Patreon page to become a patron today! Every little bit helps, trust me on that one.

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


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Friday, December 20, 2013

How to Top The Initiative Order (Almost) Every Time

When I first started this blog I asked the question "Who takes Improved Initiative?" I'm quoting the Gamers II, but it's a legitimate question. Many players are so concerned with having the highest strength, the deadliest weapon, or the most destructive spells that they forget one of the first rules of combat; the guy who throws the first punch is often the one who wins the fight.

Stop for a moment, and think about all of the times that going after the bad guy turned a challenging battle into an uphill slog through mud and blood. Sometimes it's a single spell, a single alchemical item, or a single sneak attack that can set the tone for a battle and completely change the tone of a fight. If the bad guy goes first it's a fireball, a color spray, a thunderstone, or any of a dozen other nasty surprises that can tilt a fight in the opponent's favor. The same rules apply to the party. Catching the villain flat-footed is a field day for rogues, spellcasters and gunslingers are more likely to hit, and it provides a peachy opportunity to move around as you please while the enemy can't take attacks of opportunity. Now that I've belabored the point about why Initiative is so important though, it's time for a laundry list for making your score the best it can be.

Traits
First man to go is often the last man standing.
Your initiative score starts with your dexterity modifier, but that doesn't mean that a low dex will doom you to always go last. Taking the right traits can give you a +2 straight out of the gate. While there are at least 4 traits that provide an initiative bonus, you can only use one of them; there's no trait stacking for a bigger bump. These traits are:

- Reactionary (Combat): You grew up bullied and constantly fighting: +2 initiative.
- Warrior of Old (Racial, Elf): You've been practicing war for more than some creatures' lifetimes: +2 initiative.
- Outlander (Rise of the Rune Lords, Exile Option): You were cast out of your homeland, and have been keeping one eye on your back trail ever since: +2 initiative.
- On Guard (Quadira, Gateway to the East): You are always ready. +1 initiative, and if you can act during the surprise round you may draw a weapon as a free action.

In addition to these traits, elves have an alternate racial trait they can take called Fleet-Footed. This takes away Keen Senses and Weapon Familiarity, but these elves gain Run as a feat, in addition to a racial +2 to initiative. Handy.

The Ifrit has a racial alternative that can help out as well. Wildfire Heart provides a +4 racial bonus to initiative, but it strips away the natural fire resistance that Ifrit receive. Tough choice.

Feats

There are not a lot of feats that deal with a character's Initiative, unfortunately. If there were then there would be a lot of players who always went first, regardless of what the rest of the party rolled. However, there are at least two feats those concerned with their standings in the initiative order should keep in mind.
Really, do you take black over white?
- Improved Initiative: The most common feat for those who want to go first, this feat gives the character a +4 bonus to all initiative checks (Core Rulebook 127).
- Noble Scion: Your character is a member of a proud, noble family. If you select Scion of War then you may use your charisma modifier instead of your dexterity modifier to determine your initiative (The Inner Sea World Guide 288).

Class Abilities

This is where the numbers start to really perk up for characters looking to go before anyone else. A number of classes provide initiative bonuses at fairly early levels, and that should be taken into consideration.
I'd do something quick, before it takes a deep breath.
Gunslinger Well-known for being fast on the draw, gunslingers get a +2 to their initiative at level 3, as long as they have at least 1 point of grit remaining. Just to add insult to injury, if the gunslinger in question also has Quick Draw and empty hands then the character may draw a weapon as part of the initiative check. Just picture how fast that is.

A particularly feared type of gunslinger is the Grand Marshal (Pathfinder Campaign Setting: Paths of Prestige). These law enforcement officers gain a number of abilities, but at second level they gain Danger Sense. Grand Marshals always act during the surprise round, and gain 1/2 their level as an initiative bonus.

Inquisitor No one knows the value of striking the first blow like the inquisitor. At second level these fanatics gain Cunning Initiative, adding their wisdom modifiers as a bonus to their initiatives. Additionally, with the feat Grant Initiative (Ultimate Magic 151) an Inquisitor may choose to transfer this bonus to an ally before initiative is rolled. An inquisitor's paranoia is infectious.

For those who take the Tactics Inquisition, 8th level is when you get the ability Grant the Initiative. This adds the inquisitor's wisdom modifier to all party members within 30 feet, as well as to the inquisitor. This effectively doubles the bonus received from Cunning Initiative.

Ranger Not to be outdone, the ranger has an initiative bonus as well. Provided, of course, that the ranger is within one of his or her favored terrains. A +2 bonus always applies due to the ranger's sheer familiarity with what the sights, sounds, and smells in an area should be, providing a nearly supernatural quickness when trouble breaks out.

Druid The druid World Walker (Ultimate Combat 43) gains the ranger ability mentioned above. Useful for those who are looking to get those terrain-altering spells off before the bad guys step out of the brush.

Duelist While a prestige class, the duelist gains Improved Reaction at level two. This ability provides a flat +2 initiative bonus, which increases to +4 at level 8. This is particularly helpful for these canny fighters, because going first allows them to set up a Parry, which is also gained at level two.

Wizard Wizards who specialize in the divination school gain the supernatural ability Forewarned. This allows them to always act in the surprise round. They also gain an initiative bonus equal to half their wizard level. At level 20 these wizards are considered to have always rolled a natural 20 on initiative.

Sohei A monk variant, the Sohei (Ultimate Combat 60) are soldiers and devoted horse masters. These characters may always act in the surprise round, and they gain a bonus to their initiative equal to half their character levels. At 20th level, every initiative check is considered a natural 20. This is the exact same ability that wizards who specialize as diviners get, but Sohei are much more martially inclined.

Cleric Some battle clerics specialize in planning and execution over magic. The Divine Strategist (Ultimate Combat 40) always acts in the surprise round, and gains an initiative bonus equal to half his or her cleric level. At level 20 the Divine Strategist is considered to have rolled a natural 20, but what's more allies who can see and hear the Divine Strategist gain a bonus on their initiative checks equal to 1/4 the strategist's cleric level. This replaces channel energy though, which is a hefty price to pay.

Fighter The battlefield is where most fighters feel at home, but some of them can always figure a way to turn terrain to their advantage. The Tactician variant (Ultimate Combat 47) exchanges Bravery for Tactical Awareness at level 2, gaining a +1 to Initiative instead of a bonus on saves against fear at second level and every four levels thereafter.

Oracle Oracles are one of the most variable classes, and their abilities manifest in a dozen different ways. Several types of oracles gain initiative bonuses via their mysteries.

Juju and nature oracles both get access to Natural Divination. This ability has multiple uses, but once every 24 hours it provides a +4 bonus on a single initiative check. Use of this bonus must be declared beforehand.

Battle oracles have access to the ability War Sight. These oracles always act in the surprise round, and may roll twice for initiative (three times at level 11) and take the best result. If these oracles fail to notice the ambush with the proper check though, they still go last in the surprise round regardless of their initiative checks.

Paladin Paladins are rarely shy about being the first into the fray, but the Sword of Valor (Inner Sea Magic) is renowned for her ability to always react first to ambushes. These characters gain the ability First Into Battle, which replaces Divine Grace. They add their charisma as a bonus on initiative checks, and for the cost of a single smite evil or lay on hands usage these paladins may act in the surprise round.

Witch Not to be left out, witches gain access to the compsognathus, which is a small dinosaur familiar. This familiar, in addition to its poisonous bite, grants its master a +4 initiative bonus.

Alchemist The mad scientist's mutagen provides a solid dexterity bonus, if one selects a dex-based formula. At lower levels it might not be feasible, but higher level alchemists have mutagens that can last for nearly an hour or more. That will keep you on your toes.

Magus The magus is everyone's favorite caster; one part wizard, one part fighter. The Kensai variant (Ultimate Combat 55) focuses more heavily on the fighter aspect, but it also provides some handy abilities. At 7th level the Kensai gains Iajutsu, which adds the magus's intelligence modifier to initiative as well as dexterity. The kensai may make attacks of opportunity while flat-footed, and may draw a weapon as part of taking an attack of opportunity. At 13th level the kensai may always act in the surprise round in addition to drawing a weapon as a swift action, and at 19th level is considered to have always rolled a natural 20 on initiative.

Rogue While rogues gain the most from taking actions while everyone else is flat footed, there are no abilities that allow them to take actions during the surprise round. The bandit archetype (Ultimate Combat 71) does allow 4th level rogues to take a full action during the surprise round, rather than a move or a standard action. That's a move, a standard, and a swift, which isn't too shabby when combined with other options.

Magic Bonuses

There's always a way to squeeze out another few points here or there when it comes to a score, and magic is traditionally the way that gets done in Pathfinder. For those who want to be absolutely sure their characters get to kick evil in the balls as soon as it finishes its monologue (if not before it starts) here are a few extra ideas.
And I'm taking my action before you do.
Dueling Weapons Dueling weapons, found in both the Advanced Players Guide and Ultimate Equipment, have a slew of abilities. One of them is providing a +4 bonus to initiative checks if the weapon, which must be something that can be used with the Weapon Finesse feat, is in hand. A cheap way to do this is to get a dueling spiked gauntlet or cestus, which can be worn and is considered drawn at all times.

Spells As with most other areas of the game, spells are a little light when it comes to initiative checks. However the first-level spell Anticipate Peril adds +1 per caster level to a maximum of +5 to the next initiative check someone has to make. The spell lasts for 1 minute per level though, so it's much better at higher levels. Less useful, though helpful all the same, is Cat's Grace. Providing a simple dexterity bonus for minutes per level can be very helpful right before kicking in the door, and it also ups one's finesse attacks and armor class at the same time. This won't stack with a stat-enhancing magic item though, so make sure you don't perform a convenient math error.

Making it All Make Sense

It's possible to tweak a character's initiative to ridiculous levels, particularly if a player takes one thing out of every category above and applies it all to a single person. It is then the player's job to explain to the DM, as well as to the rest of the party, where this ridiculous number came from.

This isn't as hard to do as many players think it is. For instance, a hunted gunslinger whose hands are faster than her mouth may have been looking over her shoulder for years. Perhaps she can't sleep peacefully, and even the slightest noises put iron in her hands. She might suffer from tics, or post-traumatic stress. Play that up. Alternatively say that an elven inquisitor is 400 years old, and he's fought in more wars than some families have generations. He's sensitive to the ebb and flow of body language, the movement of his opponents and the environment around him. Like any truly experienced professional he sees signs that most people miss, and he can prepare his reactions beforehand. If you know in your bones an ambush is coming, you can react much more quickly when it comes. Whatever your reason, don't just bulk up a stat and leave it sitting there like a massive elephant in the middle of the table that's blocking the map along with the Cheetos bowl.
Backstory is important. We aren't just going to roll with this.
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