Showing posts with label melee. Show all posts
Showing posts with label melee. Show all posts

Saturday, July 26, 2025

Not All Tactics Are Endgame Viable (Pathfinder)

There are few things more frustrating that when your character is in a situation where your character's main skill set isn't applicable or effective. Whether it's the greatsword-wielding barbarian who can't fight the flying dragon, or the wizard's spells slide right off the golems, or the rogue who just can't use their sneak attack on creatures who don't have a discernible anatomy, it can be incredibly frustrating.

But it's even worse when this becomes your character's permanent state of being. There are a lot of situations where this can happen, which is why it's important to take a step back, and really evaluate your strategy's viability.

Because it can be frustrating to get sidelined right as the campaign is coming to the climax... or even when you hit the midpoint.

Because no one wants to be Bruce Banner when they built the Hulk.

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What Are The Weaknesses in Your Strategy?


No matter what kind of character you're building, they're going to have some kind of weakness... something that is necessary for them to operate at full-strength, or which they are not going to be truly effective against. After all, if you're a fighter in heavy armor with a tower shield, then you probably aren't going to be great at a lot of saving throws. If you're a melee specialist then you have to be able to close with the enemy in order to hit them. If you're a ranged combatant you need to have line of effect to your target... and so on, and so forth.

And generally speaking, when you realize these flaws, you should take measures to deal with them. For example, if you know you need to be able to reach your foes in melee, you need to ensure you have some method of increasing your speed, or flying, etc. in those instances where an enemy would be otherwise out of reach. Alternatively, you need to be sure you have some kind of ranged weapon option that, while it might not be ideal, will still allow you to participate in a battle instead of just slogging forward and hoping for the best. If you know there will be situations where your spells can't hurt the enemy, then you keep a few party-buffers, defensive spells, or area manipulation spells up your sleeve so you can still do something.

But in Pathfinder the issue arises that some strategies simply are not long-term viable simply because of the nature of how so many adventures function.

We are legion, and we are many.

As an example, consider poison use. It takes a specific class feature in order to use poison safely as a PC, and the saves for most poisons are fairly minor. Poison itself is expensive to acquire, and time consuming to make... but all of these challenges can be overcome if a player really wants to make poison use a central feature of their character build. However, the issue is that many enemies that tend to make up the end-game threats of a campaign (powerful outsiders, deadly constructs, undead creatures, etc.) are outright immune to poison. So what might have once been a trump card becomes an absolute dead-end, and all the time, energy, and resources dedicated to honing poison into a genuine strategy becomes useless.

You see the same with a variety of other tactics. Mind control spells and certain types of illusions are all well and good when dealing with creatures that have minds to control, or who are subject to illusions. But if your enemies have immunity to mind-affecting effects, or if they tend to have true seeing or similar abilities, then these spells are going to fall flat. Even combat maneuvers like disarm, while they're useful at lower levels, tend to fall flat when your enemies are all monsters with natural weapons, or spellcasters who have no weapons that can be disarmed. Hell, even characters who focus on fire as their main damage element often run into issues because so many creatures have large resistances (or outright immunity) to fire when you hit higher challenge ratings.

None of this is meant to discourage players who want to pursue these options, and in many cases you can still use them effectively for a great deal of the campaign. However, it's important that you have secondary strategies you can rely on in the event your main strength doesn't work against a particular foe, and in a particular way.

Lastly, talk to your Game Master about what you're planning, and ask if this strategy is going to work when you reach the endgame. Don't ask specifically what's coming, but make sure that if you have a strategy in mind that you are going to lean into that your Game Master is aware of it so they can tell you yay or nay.

Because just like telling the ranger who just leveled up not to take Favored Enemy: Goblin, because you're never going to fight another goblin in the entire campaign, they should also tell you if your strategy of using the knockout venom from your pseudodragon companion is going to simply stop working after level 7 because every enemy after that point will simply be immune to it, and you'll need to do something else for the next 10 levels until you reach the conclusion.

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That's all for this week's Crunch post! To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

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Friday, October 21, 2016

The Gearhead Fighter

Every class has something it's inherently good at. Sorcerers are born with magic at their fingertips, wizards are masters of the arcane, clerics have the gods on their side, and monks have the capabilities to unlock their true potential through the study and practice of bringing the mind and the body into perfect harmony. But fighters? Well, what do fighters have? They are warriors. They are artisans of battle, and skilled dealers in the iron trade. Blow-for-blow, when battle is joined, the fighter is going to be the class that is the most comfortable in the maelstrom of chaos.

But what is a fighter without his weapons and armor? Little enough, actually. So why not use that to create a singular personality archetype that can make your fighter more than just another sellsword, bowman, or gunslinger?

It doesn't work for everyone, but a reverse-grip tower is ideal for someone with shoulders like mine.

The Gearhead Fighter


We all know this guy, in one guise or another. He's our uncle who will talk about the differences in air intake valves, and their effects on the gas/air ratio in your engine, and how that will make a difference in speed, efficiency, and response time. He's that friend we made in computer sciences who built his own gaming PC from the ground up, and could list everything from the ideal amount of RAM to the processor he had installed, and why he'd made every, individual choice. And since we're all RPG fans here, he's also that guy you met at a con who could lay out an ideal character build, complete with traits, feats, and edition notations, before you were halfway through your first sentence.

What you need to do is take that attitude, and apply it to your character, and their personality.

Why so many different swords? Well, let me tell you...
 
The Gearhead doesn't have a bastard sword. The gearhead has a full tang, hand-and-a-half with seven-inch quillions, a beveled fuller, and an alternating wire-wrap hilt. Every aspect of a weapon, piece of armor, and their maintenance, is something the gearhead knows. Not just knows, but loves. Whether it's in a, "let me show you how much I know about fighting," kind of way, or a, "these are my tools, this is my trade, and I would never dream of doing anything else," kind of way, the interest is one the gearhead goes on about at length.

It doesn't matter what sort of weapons or armor the gearhead favors, either. Archers may talk about preferred woods for bows and shafts, or preferred fletchings for their arrows. The merits and flaws of different arrowheads, a full versus partial draw, and how often a bow should be oiled, as well as with what kind of oil, are also good topics. When it comes to armor, the age-old debate of strength versus mobility is sure to be a factor, but there's more detail to get into. What kind of pattern does a chain shirt have? Was it left to blacken? What sort of maintenance needs to be done on it? What kind of metal was used to make the links?

And, most importantly, who is the artisan behind the work?

Just as there are signature surfboards, comic books, and cookware, so there is signature adventuring gear. It isn't just that your short sword is a piece of masterwork artistry, oh no. It came from the personal anvil of Ciril Greene, the finest craftsman in elven steel outside of Kyonin itself. Every detail, from the slight curve toward the tip, to the ironwood grip, would tell a fellow gearhead what they're looking at. They wouldn't need to see the maker's mark on the ricasso, but that gently floating leaf is enough to confirm just how masterfully that weapon was made.

A true gearhead would also be able to tell the genuine article from a forgery. A simple heft and swing, along with running his thumb and eye along the steel, would be enough to tell him whether or not the weapon was real, and if it was worth the cost.

Race, Culture, and Preferences Among Gearheads


Gearheads are shaped by the cultures they come from, as well as by their race. For example, dwarven gearheads may focus more on the composition of a weapon's steel, the forging techniques, and where the ore was mined. Five Kings steel, for example, might be the preference for a dwarf from the Five Kings Mountains. Even if that gearhead acknowledges the strength of metals smelted from other parts of the world, he may not trust it, or rely on it, as much as he would if it were his own people who had made it.

It just sits better in your hand.
 
The more exotic the race, or the weapons, the more unusual these gearheads can become. Mithril and adamantine might be recognized by most gearheads, who have only heard tales of these fabled metals, but there are even more unusual elements out there. Infernal and celestial weapons might be legendary, both for their craftsmanship, and for the inherent powers imbued into them by their inhuman smiths. Mortal gearheads have likely heard tales of these weapons, though, and may know more than many sages when it comes to named weapons and armor that hold prominent places in the history of war. Gearheads raised among the celestial realms, though, may have first-hand experience of such weapons.

Gearheads Can Be Other Classes, of Course


While the fighter is the class which is perhaps most closely tied to the gear they use, it's far from the only class that can be made as a gearhead. A magus, for example, might be able to go on at length about the enchanter's weave in his mithril rapier, showing how the spells were anchored at the weapon's balance point to create a singular effect. A ranger will be able to tie unique weapons and armor to their favored enemies, creating a synergy between their knowledge and specialization that gives them an edge against any prey they've studied. Even wizards, with their intense study and ability to craft potent magic items, may be able to rattle off the advantages and disadvantages of different weapons and armors. Even if they can't use them in the field, that doesn't mean they haven't studied them.

Gearheads don't just bore their companions to death with intricate discussions about honing techniques and flange styles, though. Their knowledge and familiarity can allow them to integrate into certain spheres to gather information. Weapon smiths and armor merchants will recognize an enthusiast, and may be more willing to cut prices (a little) when it comes time to find a buyer for their goods. A gearhead might even be able to evaluate a foe before initiative is even rolled by taking in their accouterments. To the rest of the party, the sneering prince is just another spoiled noble. The gearhead sees the iron eagle on the prince's blade, though, and he recognizes that as a high honor, that particular blade given only to those who've killed more than fifty men on the battlefield.

Which might mean he can smooth some ruffled feathers, and make a powerful friend.

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

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, March 4, 2016

The Unexpected Barbarian

Alvin Dragonborn is one of the most infamous of the realm's crown princes. A tall, broad-shouldered youth, his handsome face is nearly as famed as the powerful sword arm he loves to show off at tournaments. That dragon on his shield and armor isn't just for show, however. Those who've come to grips with the princeling in field melees have said that when the horn blows and battle is joined, his eyes glow bright within his helm. Scales and claws spring out over his arms, and his roars are more those of a beast than of a man.

Because, contrary to popular belief, you can find barbarians anywhere. If you look hard enough for them.

Sometimes you don't even have to look very hard.

How Can You Do That?


The example I opened with isn't some unusual archetype, or some multiclass concept. As long as you take a feat like Noble Scion at level one, or even a trait like Prince/Princess, you have the character's noble background taken care of. At that point all you need to do is take barbarian levels, the same as you would with any other warrior of passion.

Problem?
I can hear the clearing of throats, and the, "actually, you can't," warm-ups already, so allow me to quote Pathfinder's core rule book. On page 31, the barbarian class description boasts this line, "These brutal warriors might rise from all walks of life, both civilized and savage..."

What that means, ladies and gentlemen of the dice cup, is that there is no restriction on where barbarians come from. While you can take the Urban Barbarian archetype if you want to change-up your Rage, you aren't required to do so just to play a city character with barbarian levels. If you want to play a back-alley bruiser, a war hero, a noble champion, or even a fist of the church (a role typically fulfilled by a paladin, warpriest, or cleric), you can do it with the barbarian class. In fact, with the right traits, and perhaps a level dip in another class, it's possible to make up for the barbarian's lack of skills, while still enjoying Rage Powers, a banging Fortitude save, decent armor proficiencies, and the ability to swing one hell of a big ax.

It's also important to remember that the barbarian class isn't reserved specifically for humans. Sure, we've seen our share of barbarian half-orcs, but what else could you do with it? Make a dwarven shield captain, whose Rage Powers are all about goading his enemies into attacking (which is a nasty combination when put together with the Stalwart Defender prestige class)? Perhaps you'd prefer an elven dervish that's part of Kyonin's elite guards, and who turns into a whirlwind of steel when battle is joined, sundering enemies' shields and armor with hammer blows from her curved blade? Perhaps a tiefling barbarian enlisted in the Worldwound crusade, turning his passions and deadly inherited powers, against the forces of the abyss who helped birth him?

Barbarian is Not a Job Description


As I mentioned in What's in a Name? How Your Character's Class is Limiting Your Creativity, no one goes around calling himself a barbarian. This is especially true if someone says, "so, what skills do you bring to this endeavor?"

There are so many different ways you can describe yourself.
 
The thing that barbarians all share, based on the class description, is a passion, and a fury, that is only truly unleashed in combat. However, the places barbarians come from are as wide and varied as the forms their Rage takes, once it's let loose to ravage the battlefield.

If you enjoyed this post, but you're still looking for inspiration, you might want to check out 5 Tips For Playing Better Barbarians, as well as 50 Shades of Rage: Flavoring The Barbarian's Signature Power.

Also, for those who are interested, Prince Alvin Dragonsborn is now a part of Dungeon Keeper Radio! Check out his debut in the first episode of Mythconceptions monthly, "Barbaric Assumptions."



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!