Showing posts with label multiclassing. Show all posts
Showing posts with label multiclassing. Show all posts

Saturday, January 4, 2020

5 Ways to Multiclass Barbarian and Monk in Pathfinder

If I had to pick one thing I've fielded more complaints about than any other aspect of the game regarding Pathfinder, it's how certain classes have alignment restrictions placed on them. While I'm in favor of them existing (as your alignment is sort of pointless if it doesn't have teeth, but that's another post for another day), I also know that if you flip through enough of the books that you'll always find a way to get around supposedly ironclad rules.

That's one thing I love about Pathfinder... it's practically guaranteed there's a way to make the character you want happen, if you dig a bit; and that is true for all the barbarian/monk lovers out there.

A crushing ab routine, killer mantras, and a fury that could sunder mountains...

Whether you just want to mix these two classes together for a low-level one shot, or you're building your ultimate epic-level PC for a years-long campaign, there are several ways to accomplish this goal. I've laid out the most common ones below, but there may be one or two that I missed, so leave them in the comments if you know of one I didn't cover!

Also, if this subject is close to your heart, then you might want to check out the following previous posts.

- 5 Tips For Playing Better Barbarians
- 5 Tips For Playing Better Monks
- 5 Barbarian Multiclass Concepts Your Table Won't See Coming

#1: Enlightened Warrior Aasimar Trait


I walk a different path.
 This trait, found in the Blood of Angels Player Companion, is the one a majority of people will use to make barbarian and monk play nice together. This trait, at its most basic, allows you to take monk levels while maintaining a neutral or neutral good alignment. Ideal if you can get the okay for an aasimar PC, and it gives you the freedom to get as weird or wild as you want with your archetype options on both sides of the fence.

Also, if you're worried about falling into stereotypes with this one, browse through 5 Tips For Playing Better Tieflings and Aasimar to see if inspiration strikes you!

#2: Elemental Monk Archetype


Earth, fire, wind, water...
 
One of the more common methods of subverting the monk's required lawful alignment is to go for the elemental monk archetype, found in Disciple's Doctrine. This archetype shifts the monk's requirements into true neutral, and gives you access to feats and abilities that make your attacks elemental. The handy thing about your features is that, unlike characters who normally take these fighting style and elemental strike feats, an elemental monk can cycle between the different elements like some kind of prize-fighting Avatar. Handy when you've been focusing on fire, but you really need acid to deal major hurt to the current enemy.


#3: Karmic Monk Archetype


Oh you ought not to have done that...

 The karmic monk archetype, found in Occult Adventures, allows you to be truly neutral. An instrument of karma, you are cause and effect personified, and a lot of your abilities fit this theme. Your unarmed strikes can overcome pretty much any alignment-based DR, and you get bonuses when you attack those who attacked you first. Fun little package, and a nice twist on the traditional monk.

#4: Martial Artist Monk Archetype


There is no shame in tapping out, my son.

A completely different kind of monk archetype, the martial artist is found in Ultimate Combat. This one strips out most of the wuxia-style powers we're used to monks having, giving them the ability to analyze a target from a combat perspective, and to gain bonuses to hit, hurt, and dodge them accordingly. They also gain immunity to fatigue at level 5, which can pair nicely with a Rage-cycling build. And, best of all, martial artists can be of any alignment.

#5: Geminate Invoker Barbarian Archetype


This spirits call to me, brother.

The geminate invoker archetype, found in Adventurer's Guide, is an extremely unique kind of barbarian. They must have a neutral aspect to their alignment, but can be lawful, and they have the ability to put themselves into a kind of trance. This calls powerful spirits into their bodies, allowing them to cycle through the totem Rage Powers without committing to any one of them. A deadly combination, if you know which spirits to call on in which fight.

Be Careful When Mixing These Elements


As I said in The Barbarian Samurai, it's important to remember that a lot of a barbarian's potency is determined by the number of barbarian levels they have. The same is definitely true for monks. And combining these two elements together might allow you to do some truly silly things (such as an Aasimar combining monk with the Savage Barbarian archetype to see just how silly their armor class can get), it's important to keep your end goal firmly in mind, and to be realistic about what your character will and won't be able to accomplish.

Like any potent concoction, make sure you know what you're dipping into, and what you're going to put a majority of your levels in. Because a bonus to AC and some sweet unarmed damage is great if your barbarian's got a LOT of really good stats. The ability to fly into a frenzy and boost up your attacks and damage (even your dodge if you combine monk with Savage Technologist, which ups your Dexterity and Strength with no AC penalty when you Rage) is also a nice addition to have on a monk. But there's also a lot of potential that you won't get as much out of this combo as you would either class taken straight, so multiclass responsibly.

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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 sword and sorcery novel Crier's Knife, head over to My Amazon Author Page!

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Monday, August 26, 2019

Players, Remember, Just Because You CAN Doesn't Mean You SHOULD

When you're playing an RPG, it can sometimes feel like you have nearly absolute freedom. You can be almost anyone, and do practically anything as long as its in accordance with the rules. If you want to play a grumpy, aging gnome barbarian who constantly thwacks people with his walker, that's totally an option! If you want to play a burgeoning elven sorcerer, a peppy halfling warlock, or a sour knight who's just here for the paycheck, there is nothing standing in your way.

Honor and glory? More like dental and retirement benefits.

The same thing applies to actions you take in the game world. Do you want to sneak into the goblin encampment and spirit away the treasure from right under the sentries' noses? Do you want to blast the oncoming horde of ogre warriors with fire and lightning? Do you want to broker a peace treaty between the orcs and the farmsteads, creating a mutually beneficial arrangement that will strengthen the community?

You can certainly try to do any of these things. And if you've got lucky dice, along with a good DM, you can probably pull them off.

However, a lot of the time players can take that freedom a step too far. So before you go haring off into the wilderness, I'd like to ask all the folks out there to keep something in mind when tinkering with the engine; just because something is a legal, mechanical option, that doesn't mean you should pursue it.

Ask How This Benefits You, And Your Concept?


While it's all fine and good to talk about favoring story and roleplaying over mechanics, the facts are that you're still playing a game, and a game has rules. There are going to be certain decisions that make your character better at some things, and worse at others. And while it's true that you don't need to have a completely optimized character to have fun with them, it is important to understand the consequences your choices can have when it comes to your character, and their abilities.

Example time!
 
All right, let's say you're playing Pathfinder Classic, and you want to put together a dwarven sorcerer. You know that a sorcerer's magic is derived from their Charisma, and that as a race dwarves take a -2 to that score. So even if you roll top stats, the best you can manage to start with is a 16. With point buy, you're going to wind up with a lot less, unless you're willing to tank all your other attributes.

Now, do you need an inhumanly high Charisma score to play an effective sorcerer? No, but as I mentioned in No One Wins When You Build A Stupid Wizard, the game's rules are written with the assumption that you're building your characters to be good at things. Having a middling casting stat might not remove your use entirely, but it is going to leave you feeling frustrated when you can't get your enemies to fail their saving throws, or when you don't have access to higher-level spells despite your level (assuming you haven't been able to boost your attributes high enough to cast spells of that level by the time you gain access to them).

These are the challenges you face, and it's your job as a player to figure out how to deal with these challenges. Now, the easy solution is to just play a different race, but that isn't exactly necessary. For example, the Empyreal bloodline allows your sorcerer to cast off of Wisdom rather than Charisma, which is a score dwarves actually get a bonus to. This gives you all the power and benefits of an ideal stat, and lets you keep the class/race combo you started out with. Alternatively, your character could also be an aasimar descended from dwarves, giving them a dwarven appearance but with the traits of these native outsiders (something that cropped up quite a lot in 100 Unusual Aasimar, for those who are interested), which includes a +2 to Charisma as well as a +2 to Wisdom. Or you could stick with a standard dwarven sorcerer, and focus on spells that don't rely on your Charisma modifier for their effectiveness. Spells that buff and protect your allies, for example, rather than a blaster focused on damaging foes.

Wait... what were we talking about?
 
The overall point is that your actions have consequences in an RPG. If your PC starts a fight with the bouncer in the tavern, a possible result is that they get the crap beaten out of them by the retired monk, and the party gets evicted from the bar. And if you choose to squander your resources, or to invest in abilities that just aren't going to be that helpful, the result is often that your character becomes more of a hindrance than a help to their fellow party members.

What Are You Going To Do With It, Once You Have It?


A perfect example of mixing two things because you can comes up when players try out multiclassing. Certain classes just work well together, and offer a lot of synergy. Rogue/barbarian is one of my favorites from 5 Barbarian Multiclass Concepts Your Table Won't See Coming, since your abilities neatly play into each other. A paladin with a dip into swashbuckler can be quite powerful, since both classes rely on a high Charisma score, and you can even get some mileage out of combining ranger and fighter to boost your combat prowess.

Other class combinations though... well, they don't really work out all that well.

The druid/bard just... wasn't thought through all that well.
 
As an example of this, consider the wizard/monk. Can you do this? Sure, but what does it get you? The monk already needs a high Strength, Dexterity, and Wisdom score (barring focusing entirely on Dexterity for attacks, combat maneuvers, etc.), and now you're going to add in a need for a high Intelligence as well? Wizards get a very slow base attack bonus progression, and monks are on a less-than-full advancement path to begin with. You lose out on spell progression, and don't really gain any useful abilities to make up for what you're losing. And you're stuck with a lawful alignment to boot.

So what you end up with is sort of a mess that becomes less and less able to tackle the challenges appropriate to their level. Especially when you consider that a wizard who takes the feats Eschew Materials and Improved Unarmed Strike, and leads a life of contemplation and training could have the air of a monk (as well as the fashion sense of one), and still be a much more effective character. You could even flavor your somatic components as full-body kata, if you wanted, and make it into a big, esoteric tradition of warrior mages. There's even an unarmed magus archetype that would play into this style, if you did want to punch things with magic. Either option gives you all the aesthetic, with none of the mechanical drawbacks that the aforementioned multiclassing would stick you with.

Mastery of transmutation comes with many side benefits.
 
Whatever resource you're spending, whether it's feats, skill points, class levels, etc., you should always ask yourself what you're going to do with it. How is it going to benefit your character, and the party? Because the fighter taking the feat Exotic Weapon Proficiency to wield a bastard sword in one hand so they can use a shield in the other makes total sense. A magus doing the same thing, allowing them to use the huge blade to deliver spellstrikes also make total sense. But what does the wizard gain from doing that? Or the monk? What do you get from putting a handful of points into Sleight of Hand, or Handle Animal, when that task never once falls to you?

Can you do these things? Of course you can, they're legal under the game rules. But before you do, ask yourself what you're going to do with the resources you just spent. How do they impact your character, and what will they add to your repertoire? Because a barbarian who can identify spells is useful, and a druid with contacts in the city's underworld can be an asset... but a paladin who spent points so they could weave baskets really isn't going to help barring an extremely unlikely crafting challenge from the Prince of the Sixth Circle.

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That's all for this week's Moon Pope Monday. Hopefully you enjoyed, and if you've used run these kinds of games before, leave us a comment to let us know what worked for you!

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, August 27, 2018

DMs, Stop Putting Up Barriers To Multiclassing

I've said it before, but for those who don't know me, I've played maybe three to five characters in my nearly 15-year career as a gamer who were single-class PCs. Every other character I've ever played (and there have been a lot of them, since my early gaming career was full of DMs who would run for about five sessions before scrapping the game to do something new) has been a multiclass character. Sometimes it was split right down the middle, and sometimes it was just dipping a toe or two into a second class, but they were never only one thing.

I've got two levels of swashbuckler. Fight me!
In all my time as a gamer, though, I've noticed that certain DMs will arbitrarily try to throw up red tape to keep their players from multiclassing. They demand that you spend in-game resources, seek out a trainer, and in some cases fold their arms until you prove to them that your story should be allowed to go in a particular direction.

This isn't making your game better. It's just enforcing class stereotypes, and restricting players' freedoms.

Work With Them To Craft A Solution


I talked about this forever ago in What's In A Name? How Character Class is Limiting Your Creativity, but I feel it should be repeated. Your class is, more often than not, just a name for a particular set of mechanical tools and abilities your character uses. A monk doesn't have to come from a monastery, a paladin isn't necessarily a knight in shining armor, and a cleric doesn't have to be a priest. These are just traditions and stereotypes we've attached to these classes, and our brains sometimes throw fits when we try to step outside the boxes we've put these classes in.

As long as a player's character follows the actual rules of the game (they maintain the required alignment, follow any attribute, skill, or spell requirements to take levels of the class, etc.) they aren't breaking the rules. And, as their DM, your goal should be to help your player realize their character, rather than throwing road blocks in their way.

Sure, you can take a level of wizard. After you give me a 5-page essay, and spend six in-game months with a teacher.
You see this most often in classes where spellcasting is concerned. After all, how would Hardwick have learned any spells, much less put together his own spellbook, in the middle of the jungle on a dungeon crawl? Especially if he's just a fighter?

Well, since you ask, there are a dozen different ways that occur to me. I'll give you a few.

- Hardwick became a mercenary because he didn't want to be a wizard. He still underwent several years of tutelage in his youth, though, and has the spellbook from when he was a novice.
- Hardwick is a smart guy, and he has seen his share of magic both from allies and enemies. Mimicking the gestures he's seen, and reading through arcane texts he's found crawling through dungeons, he's managed to figure out the core concepts of basic spells.
- Hardwick has had friends, family, and maybe even lovers who knew something about the mystic arts. As such, they've all tried to answer his questions, and show him an apprentice trick or two. All of that knowledge has finally culminated in his ability to cast starting spells.

These are just a handful of potential solutions, but you notice what isn't listed here? Something that makes a player spend their hard-earned resources in-game, or which acts as a time sink making them waste time looking for a teacher and attending lessons, taking time away from being an adventurer and following the plot they're actually a part of.

If They Qualify, Let Them Have Their Toys


Now, it should be noted that some games have restrictions on who is allowed into certain classes. Multiclassing in 5th edition requires you to have certain attributes at certain levels, for example. Certain prestige classes in Pathfinder require you to have a particular spellcasting level, a certain skill rank, or special requirements (killing someone to become an assassin, vanquishing a demon to become a hellknight, etc., etc.). If a players has already met those requirements, there's no reason for you to make it harder on them.

Or, worse, to just say no for no particular reason.

20 years of pitiless combat... but taking a few rogue levels is too much?
Now, it is your game, and as the DM you have the authority to say no if you feel that a player's build or actions are going to be a problem. However, if you know up-front that you're not allowing certain things (evil alignments, summoners, non-core races, etc.) then you should make that clear up-front when you talk to your players and set the ground rules. And if you're putting additional steps into the multiclassing process, make it clear that is how your game works before Eliza decides that her thuggish barbarian should really have more skills and some sneak attack.

But before you do that, ask yourself why? Why are you putting arbitrary restrictions on the building blocks your players are using, and when they're allowed to use them? And what, if anything, is this action meant to accomplish?

More often than not, you find the answers to those questions tend to suck a lot of enjoyment out of a game.

That's all for this week's installment of Moon Pope Monday. Hopefully it helps folks who are trying to have a constructive discussion regarding character building and career path. For more of my work, check out my Vocal archive, or just go to my Gamers page to see only the tabletop stuff. Or, if you want a little drama with your advice, check out the YouTube channel Dungeon Keeper Radio where I help bring the world of Evora to life! To keep up on my latest releases, follow me on Facebook, Tumblr, and Twitter. And if you want to help me keep creating content just like this, then tip me by Buying Me A Ko-Fi, or becoming a patron over on The Literary Mercenary's Patreon page! Either way, there's a lot of free stuff in it for you along with my thanks.

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?