Showing posts with label multiclass. Show all posts
Showing posts with label multiclass. Show all posts

Saturday, March 2, 2019

The Advantages and Disadvantages of Psychic Magic (in Pathfinder)

There's this weird disconnect that a lot of RPG players and storytellers have where certain things just, "aren't fantasy," as far as they're concerned. And though I've addressed some of this in posts like The Non-Problem of Making Monks Fit Your Settings, as well as Remember, Fantasy Can Be Anything You Want, I tend to focus more on culture and technology that people can get really hung up on. But there is another aspect of games that gets some squirrely looks around the table... psychics.

Despite it being the easiest explanation of "second sight" there is.
If you noticed the backlash a lot of folks had against psychic magic when it first came out in Paizo's Occult Adventures book, then you've seen this phenomenon first-hand. And it's a shame, too, because from a mechanical perspective psychic magic opens up entire new vistas of potential in regards to your character's abilities.

How Does Psychic Magic Work?


So, let's begin at the beginning... what is psychic magic, and how does it work in Pathfinder?

For starters, psychic spells work the same way as traditional ones do, with a single exception. Psychic spells do not have a verbal or somatic component; they instead have thought and emotional components. So you must be able to focus your mind, and to project the proper emotion (the latter is impossible if you're under a non-harmless effect that controls your emotional state, making fear effects very potent against psychic casters).

The advantage here is that a psychic caster can wear full-plate armor and carry a sword and shield, if they so desire. It won't affect their spell casting one iota. They can even cast spells while completely immobilized if they're conscious and able to focus.

And that can put you in a world of hurt, my monsters.
You also gain the ability to undercast some spells, using a less-powerful version of a given spell along with a smaller spell slot. This is particularly useful for players who don't want to figure out how many different levels of the same spell they want to have on their sheet, such as with the summon monster list that goes up every level. And, of course, you can cast while polymorphed into a different shape, which is typically something that's considered impossible. But a psychic squirrel is still a psychic!

The other thing is that psychic spells can replace expensive material components traditionally used with an item of equal expense that also has personal value, and which is relative to the situation. As an example, casting raise dead as a psychic spell to resurrect a dead spouse can ignore the diamond dust if the caster uses their wedding ring, and that ring is of equal or greater value than the original material component.

So, that's also fun if you want to play around with those expensive material components, and make your spells more personalized to you.

Before we go on, the major downsides of psychic magic should be mentioned; it's really easy to interrupt. If you cast a spell, and you would need to make a concentration check, then you add +10 to the DC. Unless, that is, you take your move action to center yourself, and focus your mind and emotions before you cast. Not a deal breaker, but a pretty big issue if you want to cast on the move. You also can't use activation items that require arcane or divine casting, even if you have the spell as a psychic caster, and thus you'll need to invest in Use Magic Device like anyone else.

Some Nasty Toys To Play With


Is psychic magic really all that? Well, that depends on what you want to do with it. As a third form of magic, psychic casting offers a lot of options for players who've wanted to do something different, and who might like the idea of an elven mind lord who can bend the wills of those around him, or of a half-orc with a strange ability to unlock and unleash her own ability to mutate into a more potent form through nothing more than mental will.

But since this is Crunch week, let me give you some suggestions for how I'd play with some of these components.

Not game breaking, but still fun.
- The Paladin/Psychic Bloodline Sorcerer: You get sorcerer spells, and still cast with Charisma, but you cast as if you used psychic magic with thought and emotion components. That's fun all by itself, but if you drop 3 levels of paladin to get the most out of your Smite, Saves, and immunity to fear effects, you have properly armored yourself against a slew of potential interrupts. That, and you get the ability to stomp around in full-plate with a shield and not worry about your spells, if that's your jam.

- The Psychic/Fighter: Using the potent abilities gained from being a psychic, combined with the ability to arm and armor themselves like a traditional warrior, even a single level dip into fighter is enough to add some serious wooge (and a bonus feat, naturally) to a psychic character. Even if your attacks are still going to be largely spell-based, the ability to up your armor class (and wear cool magic armor with additional protections), is not something I can overstate.

- The Mesmerist Debuffer: Whether you pair up with a witch, a transmuter, or some other kind of debuffer, mesmerists are hell on wheels in games where your enemies aren't immune to mind effects. Even a single-level dip into mesmerist lets you hit an enemy's Will saves with a -2  as a swift action under most circumstances. Combine that with hexes, or with the right spells, and suddenly that arch wizard or dread dragon is going to be sitting there cross-eyed and drooling. Fun as paired characters, if you can get a cohort or build with another player, but equally valid as a dip into the psychic pool.

These are just a few of the easy ways you can make psychic magic (or at least psychic abilities) part of your next character. And I haven't even started on the psychic skill unlocks, or the weird magic items, or how you could do fun stuff with a single-class occult caster.

But if folks want to hear some of my thoughts on that, let me know in the comments down below!

For now, that's all for this Crunch update. If you'd like to see more by me, check out my Vocal and Gamers archives, as well as my contributions over at Dungeon Keeper Radio! And if you'd like to read some of my books, like my sword and sorcery novel Crier's Knife, then all you have to do is stop by My Amazon Author Page.

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Saturday, September 15, 2018

5 Fun Multiclass Dips For 5th Edition

As folks who are regular readers know, I don't really do single-class characters. It's just not my thing. While multiclassing in 5th Edition isn't for everyone, given that it pushes back your additional attacks, attribute bumps/feats, etc., but I've got a handful of tricks that I've come to really favor. So I thought I'd share them, in case there were folks out there who haven't tried multiclassing themselves, or who are wondering what benefits you could really get out of it.

So, without further ado, here are some of my thoughts, and a few of the potential paths you could take. Also, if you're the sort of DM who feels that multiclassing is something that requires even more red tape, might I recommend checking out DMs, Stop Putting Up Barriers To Multiclassing.

#1: Just A Hint of Barbarian


Got a problem?
For most people, barbarian is a big commitment... but it doesn't have to be. There is nothing wrong with only taking 1 or 2 levels if that's all it takes to get the goodies you want. What do you get for those levels? Well you get Rage, which gives you a bit of bonus damage and advantage on Strength checks, but more importantly gives you resistance to slashing, bludgeoning, and piercing damage. You also get Unarmored Defense, which is ideal for those with a high Con score who don't want to stomp around in armor all the time. And if you take the second level you get access to Reckless Attack, which is a cheap way to get advantage on an attack when you need it.

So who benefits from that? Well that handy advantage could be particularly useful for an assassin who wants to stick their short sword right where it needs to be for their sneak attack damage. Sure it leaves them open for counterattacks, but if you're dropping half a dozen d6s on someone's head, they might not live to stab you back. It's handy for fighters with high Constitution scores who just want to walk out on the field with sword and shield... or who prefer a bow or a crossbow, giving them a high Dex and a high Con to add to their armor class.

Whether you're a brute-force knife fighter, a tough-as-nails duelist, or a Wyatt Earp-style lawman who just walks out into a hail of gunfire like it ain't no thing, a few levels of barbarian will stand you in good stead.

#2: A Touch of Monk


I take my bonus action to kick him in the head. Twice.
Much like the barbarian, people tend to think of characters as being either all monk, or no monk. But while characters who spend their lives in monasteries training in esoteric martial arts can be perfectly viable PCs, monks can also be pit fighters, gladiators, brawlers, and other warriors who know their way around a battlefield even when they're unarmed. Much like I said in The Non-Problem of Making Monks Fit Your Setting, there are all sorts of things this class can be.

And if all you want are their early building blocks, they lend themselves well to a lot of concepts.

The first thing you get is Martial Arts, because of course you do. This lets you deal some real damage with your unarmed strikes, but it also lets you use Strength or Dexterity for your attack and damage rolls. That will come in handy later. You can also make an unarmed strike as a bonus action, if you're wielding a monk weapon (defined as shortswords and any simple weapon that doesn't have the two-handed or heavy property). So, right out of the gate, you have something you can do with your bonus action. You also get unarmored defense, allowing you to add your Wisdom modifier to your AC along with your Dex modifier when not using a shield or wearing armor. Then at second level you get ki points, and you can do all sorts of fun things with those even if you stop at 2 levels.

So what would you mix that with? Well, there are all kinds of possibilities.

For example, let's go back to the rogue. Whether you're a spy trying to look unassuming, or you're an enforcer who doesn't need showy weapons to put a hurt on your target. All you need is a dagger (since sneak attack requires a weapon, and your unarmed strikes specifically don't fulfill that requirement), and then once you get your big shot in, you finish them off with a strategic kick to the throat. Or two. Alternatively, say you were a fighter who relied more on their Dexterity than raw power, typically fighting with nothing more than a shortsword. The dueling fighting style dovetails perfectly with monk abilities, letting you stick, move, and headbutt someone if the stab doesn't do the job. That works quite well if you're going for a Porthos kind of feel.

#3: A Whiff of Rogue


It doesn't take much.
Rogues are, honestly, one of my favorite classes to dip with. While I am firmly opposed to the arbitrary limitations on sneak attack, and this edition's insistence that good rogues are Dex-based rogues, the class still offers advantages. First level gives you sneak attack, expertise, and thieves' cant, which are all handy things to have. Then second level gives you Cunning Action, which is one of the most fun bonus actions to abuse in the whole game. Especially if you're annoyed that you can't just make an Acrobatics check to avoid opportunity attacks like you could in older games.

And rogue mixes with all kinds of fun stuff. A rogue/barbarian might be a wrestler using Expertise and Rage to choke out opponents far larger than himself. A rogue/fighter might move around the battlefield with ease, dashing, evading, and remaining mobile in order to do the most damage. Even a rogue/warlock might always have a trick up their sleeve, especially if they've gone pact of the blade and want to appear unarmed when they enter hostile territory to do a job.

#4: A Dash of Fighter


I had to pay for wizard college somehow... so I did cage fights on the weekends.
A level dip into fighter is a long-standing tradition among multiclass enthusiasts because it's front-loaded with so many fun toys. That, at least, didn't change with editions. At first level you get to grab a fighting style, which is always a glorious thing to have, and you get Second Wind to help keep you going. At second level you get Action Surge, letting you take two actions on your turn once per day.

Now, spellcasting enthusiasts are well aware of the shenanigans that a fighter dip can give to any caster class. In addition to that extra action (which has to follow all the rules for casting more than once on a turn), you also have armor and weapon proficiencies you wouldn't otherwise have. And since you can cast in armor you're proficient with, if you really want a warlock in full-plate, or a sorcerer in enchanted scale mail, this is an easy way to make that dream come true.

Non-casters can get a lot of extra oomph out of a fighter dip as well. A barbarian with a great ax, the great weapon fighting style, and the ability to get back some hit points while they keep on trucking is going to tickle. A rogue with the duelist fighting style, as mentioned above, is just adding insult to injury. Even monks who want to do some two-weapon fighting can boost their impact with a few fighter levels.

#5: A Little Bit of Ranger


Come to papa... just a few more steps...
Rangers get a lot of hate, and in my opinion the complaints are more than valid. That's another discussion for another day, however. What I will say is that the ranger takes the biggest dip before you get any useful toys, and they may not be to everyone's taste... but they can still be a lot of fun.

At second level, for example, you get a fighting style. The list is smaller than the fighter's, but it still has some goodies on it. At third level, though, you can take the Hunter archetype and grab Colossus Slayer, which gives you a bonus d8 of damage once per turn when you hit a creature below its maximum hit points. You'll also get some spells, but just putting your foot into the class won't make those a huge investment.

Who does this work for? Well, if you wanted to be a rogue with a fighting style who gets that extra d8 to make up for lost sneak attack, that would work quite nicely. Especially if you're an ambush archer sort of character. Barbarian/rangers might make for interesting bounty hunters whose tenacity and refusal to go down make them terrifying pursuers. Fighter/rangers might make good switch hitters, able to combine multiple fighting styles into a single whole. Even monk/rangers could get some benefits from their high Wisdom scores while hunting targets with their bare hands.

Remember, Your Class is Not Your Character


Though 5th Edition does its best to push characters into stereotypical roles, it's important to remember that classes are just a meta-term for a certain set of skills. They're building blocks, meant for you to put together an ideal character who does all the things you want. Or, as I said way back in What's In A Name? How Your Character's Class is Limiting Your Creativity, just because you're a member of a certain class, that doesn't mean people immediately see a label on you. So if you need two, or even three, different building blocks, don't be afraid to use them.

That's all for this week's Crunch topic. As readers, do you enjoy seeing Crunch for multiple games, or would you rather I go back to Pathfinder Classic? Leave a comment below!

For more of my work, go check out my Vocal archive! Or just click my Gamers profile to see all the tabletop stuff I've done on that site. You could also head over to the YouTube channel Dungeon Keeper Radio if you'd like even more advice and shenanigans. If you want to stay on top of all my releases, then follow me on Facebook, Tumblr, and Twitter. Lastly, if you'd like to support me and my work, then consider leaving me a tip by Buying Me A Ko-Fi, or becoming a regular, monthly supported by heading over to The Literary Mercenary's Patreon page. Either way, there's a load of sweet gaming swag in it for you as a thank you from me, to you!

Friday, May 26, 2017

How To Get The Most Out Of The Surprise Round (In Pathfinder)

Nine times out of ten, the surprise round is something you want to avoid as a player. Commonly thought of as an ambush, page 178 of the Core Rulebook describes the surprise round as something that happens when some, but not all, of the combatants are aware of one another. Those who are aware get to act, taking either a move or a standard action, and those who are not aware get to stand there, staring gormlessly at nothing. If you're not acting, you're also flat-footed, which is why the surprise round is a field day for enemies with sneak attack.

Easier to hit AND 6d6 bonus damage? Oooh... that's gotta hurt!
Now, it's possible to negate some of the pain of the surprise round by making Perception checks, moving stealthily so your ambushers don't know you're coming, and by getting Uncanny Dodge so you can't be caught flat-footed... but that still puts you on the receiving end of the surprise round when it does happen, which is not where you want to be.

But what if you could take control of it? Even when you weren't the one leading the ambush?

Step #1: Act in The Surprise Round


The first step in this process is to choose a class that gives you the ability to always act in the surprise round, even if you normally wouldn't be able to. This is not a common ability, but there are several, notable archetypes that grant it. The diviner wizard is the most common, and you gain it as your 1st-level school power. However, there's also the sohei monk (which gains this power at 1st-level), the fearsome defender barbarian (which gains it at 5th-level, though they always act last in a surprise round), the grand marshal (which gains it at 2nd-level),  and the thronewarden (who can act in the surprise round as long as they have at least 1 grit point starting at level 2), just to name a few.

This is only the first part of the combination, though.
Whichever option you select, it's important to remember this is a multiclass concept. Because acting in the surprise round is fine and dandy, but you need to be able to do more than just take a standard or a move action to really get the most bang for your buck. That's where step two comes into play.

Step #2: Add Four Levels of Rogue


The next thing you need to do is mix-in some rogue. Not just any rogue, though. The bandit archetype gives you the 4th-level ability Ambush. This states that when you can act in the surprise round you can take a standard, move, and swift action, rather than just the normal standard or move action normal characters get.

So, in other words, you turn the surprise round into a full turn.

That's when the mayhem starts.
Ask yourself how many times you just needed one extra action to stop an ambush before it started. How many times did you have just the right spell to block line of effect for those archers, or just the right scroll in your pack, but you couldn't react quickly enough to get them. Alternatively, how many times have you looked at the rogue talent Surprise Attack and thought it was useless? After all, what's the good in enemies being flat-footed to you during the surprise round if you can never act in it?

Now you know.

Step Three: Putting It All Together


Multiclassing always leaves you with some mechanical weaknesses, but it's important to ask how you plan on using these abilities. For instance, are you going to play an arcane trickster whose uncanny reflexes always seem to let them evade danger? Especially if it means adding 2d6 sneak attack onto any spell with an attack roll in the surprise round? Or would you prefer a sohei bodyguard, who makes sure to engage the enemy before they can get close to his charges? Or a reformed bandit that's now a grand marshal, whose guns always seem to be firing before bushwackers can so much as clear their holsters?

There are all sorts of options you have available, but the goal should always be to make the most of the surprise round. If you do it right, your DM might even re-think using ambushes as a tactic.

That's all for this week's Crunch installment. Short and sweet, but it's a simple trick that doesn't take a huge text block to share. If you want to stay up-to-date on all my releases, simply follow me on Facebook, Tumblr, and Twitter. And if you'd like to help me keep my head above water, and keep doing what I'm doing, head over to The Literary Mercenary's Patreon page to become a patron today. All it takes is $1 a month to buy my everlasting gratitude, and to get yourself some sweet gaming swag.

Monday, October 10, 2016

"Muticlassing" is Not a Dirty Word

As I've said several times, I spend a lot of time online talking about RPGs. I discuss rules, bounce around character concepts, and every now and again I even have people reach out to me to ask about how to make certain ideas viable in their games. However, there's been a pattern I've noticed of late. A pattern where DMs will post in one forum or another, and lament that the player characters, "have too many classes."

I'd like to take today's Monday post to explain why this is a silly statement, and to suggest where some of this angst is coming from.

You're Building A Concept, Not A Class


Now, before we get started, I feel I should tell you something. I've been a gamer for a little over a decade now, and in any class-based system I have played, I have never played a single-class character. Part of that is because I love prestige classes, but another part of it is that I never allowed my concepts to be constrained by class mechanics.

Put another way, I never said, "I'm playing a fighter, so what kind of fighter am I?" Instead I would say, "Arnault Hamden is a master swordsman. A back-alley enforcer, his combat style is one part down-and-dirty backstabbing, and one part graceful blade work. So how do I represent that mechanically?"

There are a lot of options, but they'll all do the job.
I could, for example, play this concept as a straight fighter. His increased weapon training, combined with feats like Improved Initiative and Piranha Strike would bring across that speed and viciousness are why he tends to walk off the field when all is said and done. On the other hand, I might want to take levels of fighter and duelist, granting him increased damage, dodge bonuses, and parrying. I might choose to dip into rogue instead, giving him sneak attack, evasion, and uncanny dodge to show he can never be caught off guard.

There are dozens of other ways, but you get the idea.

As I said when I wrote What's In A Name? How Character Class is Limiting Your Creativity, your class is a meta concept. It's something you, the player, know. In the world of the game, though, no one goes around calling themselves a rogue. No one puts out a job posting specifically looking for a barbarian. Too often, though, we think of our characters purely in terms of their classes. This character is a wizard, that character is a paladin, the one across the table is a sorcerer.

But this guy? Well, that's Styx. Styx is a half-mad ruin delver who seeks knowledge of the ancients. Learned in a dozen different languages, and twice as many magical traditions, he always seems to have another trick up his sleeve, and another secret waiting to be learned. Because when you try to remember the character is a diviner who chose to focus on necromancy and enchantment magic, who also has levels of rogue, and then took levels in arcane trickster, it becomes easier to see the person than it is to see the mechanics.

And that's how it should be.

Multiclassing Has Weaknesses, as Well as Strengths


Too often when people decry multiclass characters (especially those who just dabble in another class for 1 or 2 levels) it's because they feel those characters are somehow exploiting the rules to gain more power. A fighter only has to give up 1 point of BAB to take a 2-level rogue dip, and that gains him trapfinding, evasion, and sneak attack. Combine that with a greatsword wielder specialized in Power Attack, and you've got someone who at level 3 can lay down some serious hurt.

Everything has a weakness, though.
The important thing to remember, though, is that multiclassing has weaknesses. For example, take the fighter/rogue combination. Sure you gain sneak attack, evasion, trapfinding, and a little boost to your Reflex save. Know what you lose out on, other than a point of BAB, some hit points, and your favored class bonus? Your Will save. Because neither class has a good Will save, taking the two of them together tanks it. While that might not be a huge deal at lower levels, when you eventually find yourself going up against the villainous enchanter or illusionist, all they'll have to do is wave a hand, and the powerhouse melee combatant is going to be swinging at shadows (or worse, attacking the party) for the rest of the fight.

That's just one example, though. For instance, spellcasting classes derive a lot of their power from their caster level. If you multiclass as a spellcaster, that takes a serious hit. That will affect not only how much damage certain spells do, and how long many spells last, but it will also make it harder for you to penetrate an enemy's spell resistance. A similar case can be made for classes like the monk, and even the barbarian, where many powers are directly tied to how many levels of that class the character has.

That's how the game balances itself out. Because if you're going to multiclass your character, you gain some things, and you lose some things. That doesn't make your character inherently more or less powerful. It simply means the array of abilities and tools you have is unique to you. And, as long as your character build can get the job done, and doesn't violate any of the rules (both the standard rules of the game, and any additional rules that were laid down during Session 0), there's no reason to throw shade.

But They're Using Too Many Options!


This is the part where I play armchair psychologist. Because I feel that many times when someone running a game complains that players are multiclassing, or using too many game books to build their concepts, or bringing in obscure rules, the frustration isn't about the PCs. It's the idea that the players know more than the DM, and they're adept at using all the options they have to hand in order to build effective avatars to interact with the world.

The solution? Git gud.

Or get wrecked.
This isn't to say that you should get into a dick-measuring competition with your players to make them fall in line. However, as the DM, it's your job to understand the rules of the game, and to know the rules that govern the PCs and their abilities. Maybe you've never played a barbarian before, but you realize that Uncanny Dodge means the ambush by assassins isn't going to go so well since it means they can't catch the big bruiser flat-footed (and thus can't sneak attack him that way). Perhaps you've never read the parry ability of the duelist or swashbuckler, so you find yourself feeling a little lost when one of the PCs can roll an attack to stop your attack. If you played prepared spellcasters, then you may not realize that spell-like abilities work differently, and thus can't be foiled in many of the same ways.

It's fine not knowing things. No DM is going to be perfect. However, the proper response to not knowing something, or not being comfortable with something, is to sit down and have a discussion with the player, or the table, about it. Not to lament that players are, "too overpowered," for your game.

You have access to every rule, creature, and spell in the game. There's no such thing as overpowered. You simply need to find the challenge that best suits the group, and the party, you actually have in front of you.

That's all for this week's Moon Pope Monday. Hopefully some folks found it enlightening, as well as entertaining. If you'd like to support Improved Initiative so I can get you more content just like this, then stop by The Literary Mercenary's Patreon page. All new patrons who pledge at least $1 a month will have some sweet swag coming their way! Lastly, if you haven't followed me on Facebook, Tumblr, and Twitter yet, why not start now?

Friday, August 14, 2015

The Barbarian Samurai

This entry marks the third in my unusual character concept series, along with previous titles like The Barbarian Android and The Risen Antipaladin. So, would you like to see this continue as an on-again-off-again feature on the Table Talk page, or would you prefer to see Character Concepts as a page unto itself with more regular updates? Leave a comment below and tell me your thoughts on this potential alteration to Improved Initiative's lineup.

And now, without further delay, let's talk about...

The Barbarian Samurai


Rarely are two classes considered more at opposite ends of the spectrum than these two. On the one end, we have warriors with the wrath of totemic spirits and ancient powers flowing through their veins, and on the other we have disciplined soldiers who have spent a lifetime mastering the arts of war. They're lions and tigers... and the Babarian Samurai is the terrifying liger you get as a result.

Don't make him angry. You won't like him when he's angry.
Let's start with the mechanical end of this concept. Contrary to popular belief, samurai can be of any alignment. Their loyalty to their lord doesn't require them to obey any other laws, which means that a barbarian's ban against a lawful alignment is not a barrier to this mash-up.

Now, as with any other classes, you will get the most power by taking a straight samurai, or a straight barbarian. By mixing the two you're going to have weakness in your reflex and fortitude saves (which you may want to offset with feats and/or magic items), and your class-dependent abilities (certain Rage Powers and class features like Mount or Challenge) are never going to reach their full potential. Your base attack bonus won't suffer, though, and several of your abilities are going to fit together like a hand and a glove.

Specifically your two big Rs: Rage and Resolve.

Rage, as we all know, is a barbarian's bread and butter. It boosts your strength, gives you access to additional Rage Powers, and gives you temporary hit points. It does, however, leave you fatigued after you've finished. While you could take the Roused Anger Rage Power to Rage while you're fatigued, you're going to be exhausted for 10 minutes per round you raged when you come out of it. An easier solution is to burn your Resolve to remove the fatigued condition. This lets you cycle back into fighting form a certain number of times per day without any draw back.

While that's the main trick for this combination, there are other benefits. For example, the extra damage you deal from your increased strength, combined with extra damage from Rage Powers, combined with extra damage from feats like Weapon Specialization (thanks to the Weapon Expertise ability of the Samurai) is going to quickly make you a terror on the battlefield.

With all of that said, it is very important for you to figure out which class you're going to take more levels of, and why. For example, you might only take 4 levels of samurai, and take the rest of your progression in barbarian to focus on gaining the Spirit Totem Rage Powers. Maybe you decide to take two levels of barbarian for Uncanny Dodge and a Rage Power that has a simple, flat use (like Smasher, Advanced Player's Guide 76, which lets you ignore an object's hardness when making a sunder), and build the rest of the character as a samurai. That decision is up to you, and it will depend on what you want to accomplish with your character's story.

Honor and Glory


So, now that we've explored the mechanical benefits of this multiclass concept, how would you make it work in your campaign? After all, these two archetypes don't really make sense together... do they?

You've obviously not read this book, BUT YOU SHOULD!
As I said in What's In A Name? How Your Character Class Is Limiting Your Creativity, we tend to get hung up on what we think a class should be because of the name. No one in your game world goes around describing someone's job as a barbarian, and just because someone introduces himself as a samurai, that doesn't mean he isn't just a noble from Tian Xia with nothing but Magus levels on his sheet. So let's leave the labels aside, and ask what someone who possesses great battle fury, dedication to a leader, and who draws strength from honor could be.

Is this character, for example, a sworn sword to a barbarian chief or orc warlord? Characters like Khal Drogo's blood riders in A Game of Thrones would fit this mold quite nicely; mounted furies who fight with their own strength, and for the strength of the man they've sworn their allegiance to. Perhaps the PC is young, and has been sent on a quest by his leader to prove himself, which gives the DM a more than adequate plot hook to pull the character into the plot, even if his lord is from a far-away place.

Let's flip the coin and look at it from the other angle. Say that your character is a sworn soldier in the service of the emperor, fulfilling the look and feel of a traditional samurai. While he has personal discipline, and follows orders, there is something that lives in him that fuels his sword arm beyond Honor and a desire to serve his liege. Perhaps it's the spirits of his ancestors (made manifest by the Spirit Totem Rage Power), or perhaps it's an ancient bloodline traced back to the oni who dwell in his family's lands (represented by the Fiend Totem Rage Power). The emperor values him for his strength and his strange gifts, even if those very powers make his commanders whisper behind their hands, and his allies look at him askance. This is the kind of warrior who would be sent on missions alone, trusting to his fury and bizarre abilities to complete missions where lesser men would fail.

Or, perhaps you do away with the Eastern iconography entirely and follow the suggestions I made in my post Want To Play A Samurai, But Your DM Said No? Try Calling It A Knight Instead! After all, there are very few reasons for someone to come to the Inner Sea all the way from Tian Xia, but it would be pretty common for a mercenary from the Land of the Linnorm Kings to be risen to knighthood in Taldor for his deeds in the field. Nidalese field commanders may well be trained and tortured until they have merged brute ferocity with sheer determination, becoming black-clad heralds of the agonies of Zon Kuthon.

If you like this concept, you should also check out the following posts for additional inspiration:

- 5 Tips For Playing Better Barbarians
- 50 Shades of Rage: Flavoring The Barbarian's Signature Power

Wrapping Up


In short, there is a lot of cool flavor you can get from merging these two classes. Maybe you want to play a ferocious mounted warlord, but don't care for the Mounted Fury archetype. Maybe you want a barbarian with a katana who specializes in single-stroke kills. Or perhaps you haven't quite doped out where you want to go, but you think this mix has potential.

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.

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