Showing posts with label trick. Show all posts
Showing posts with label trick. Show all posts

Monday, September 30, 2019

5 Rumors About Your Character (A Simple Trick For Quickly Establishing a PC)

Getting information about your character front and center in any game can be tough, and as a result it can be difficult and time consuming to get the party together when you first start playing. One tool that I've been on both ends of as a player and a DM, though, is the idea of rumors, and the power they have to immediately convey who your character is, and what the rest of the party has heard about them. Because as I said back in Character Reputation in RPGs: The Small Legend, just because the other PCs don't know you personally that doesn't mean they don't know of you.

So tell them what they know.

Seriously, my dude, don't target the dog. Trust me, I've heard the stories.

4 (Mostly) True Rumors, and 1 Lie


I've seen lots of DMs shuffle the numbers on this strategy, and you should feel free to play around with it to see how many rumors fits your ideal play style. My personal recommendation is a total of 5 rumors, where 4 of them are at least mostly true, and where the 5th is a lie (and typically one that reflects badly on your PC).

As an example, take Gard Hardacre. Tall and bald except for a braided tail at the back of his head, he has the look of a tough man who doesn't scare easily. That's enough to get a picture of what the party is looking at, but what have they heard about him? After all, he's a PC... surely someone is talking about him in this town?

Well, the rumors the others hear are:

- They say he fought for the black coats, back during the war. They offered him a promotion and a knighthood, but he was so disgusted by what they did he walked away and never looked back.

- He's even most of the time, but he's got a temper to beat the devil. He once beat an innkeep till he could barely see just because he didn't get him his food quick enough.

- No one's quite sure what his tastes run to. He's pleasant enough, but no one's ever seen him with a man or a woman, orc, elf, dwarf, or otherwise. He pays more mind to his sword and armor than company.

- His sword's one of the best around, but he can't keep gold in his purse for nothing. He gambles and drinks, sure, but he's a sucker for a sob story. Urchins, whores, and beggars know him by sight.

- No one's ever seen eyes like his. A green so dark they're nearly black... no one in this country has eyes like that but the Dredgers. He don't look like one of them swamp lords, but he handles that blade better than any foot soldier I've ever seen.

Starting to get a clearer picture now?
The reason I suggest five rumors is so you have flexibility. Part of their benefit is that they help you create your character, but the other part is that you can hand them out however you please. Do you hand out one rumor per session per PC? Does every player get a different rumor about a fellow PC in the first session, so they have to talk to each other in order to spread the gossip and figure out who their fellow party members are? Or do you post them in your group's Facebook page after the first session, and leave them to decide which rumors are true, and which ones are false?

There's no wrong way to go about this, but it is key that at least one rumor is a falsehood. And for those who are curious, the second rumor on my list was the lie. The innkeep was slow bringing Gard's meal, that's true, but he'd found out the man was beating his wife. So Gard decided to give him a taste of his own medicine to see if it taught him a lesson. He never bothered to try to stop the rumors because he knows what really happened, and that's all that matters to him.

Looking For More Inspiration?


Crafting rumors off the top of your head isn't always easy. Fortunately, I've written some stuff that can help get the wheels turning if you're looking for a push start.

- A Baker's Dozen of Noble Families: This one has the Dredgers that I mentioned above in Gard's rumors, along with 12 other noble families, their history, reputation, and heraldry. Whether you want to have a secret son of a noble house off adventuring, or a rumor that your PC is a bastard child of the line, this is a useful thing to have on-hand.

- 100 Random Mercenary Companies: Mercenaries are a copper a dozen in many fantasy settings, but if you want it rumored that your character once fought for an elite (or cursed) band, then this collection is quite useful. Especially if you have insignia, weapons, armor, etc. that ties you to a particular free company, since those symbols will get tongues wagging.

- 100 Knightly Orders: Much like free companies, knightly orders carry a lot of weight with them... sometimes good, and sometimes bad. Whether your PC is a member, or is only rumored to be, this list should spark its share of ideas.

- A Baker's Dozen of Rumors (And The Truth Behind Them): This one is more for DMs than players, as each of the rumors in here can be stretched out to fill an entire session. However, since we're on the subject of rumors, I felt I should include it in the list.

Like, Follow, and Stay in Touch!


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 archive, 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!

Saturday, June 22, 2019

Getting The Most Out of The Heal Skill (in Pathfinder)

The Heal skill is one of those aspects of Pathfinder that most people just ignore. Aside from using it to tell how injured someone is, or how a particular corpse in a dungeon died, it seems like something that just isn't going to come up. However, like many skills in the book, you can do a lot with the Heal skill if you're willing to invest in it.

And sometimes it can be what saves your party.

Stop squirming, I need to get this thing out before you get a negative level...

The Heal Skill: What Can It Do?


Skills aren't magic, and while the Heal skill can restore hit points to a PC, you can't do it quickly. This makes it a poor choice for combat healing (most of the time, more on that later), but there is a lot of stuff you can use this skill for.

Stuff like:

- Provide First Aid: As a standard action you can make a DC 15 Heal check to stabilize a dying character, or to stop them from bleeding due to a bleed effect.

- Treat Poison: While tending a character who has been poisoned, every time they roll a save against the poison, you roll a Heal check. If your check exceeds the poison's save DC, then the subject gets a +4 competence bonus. Particularly useful for those who don't have other means prepared to neutralize a poison.

- Treat Disease: This works similarly to treating poison, and it can be a life-saver at lower levels when you can't cure disease with a wave of a hand just yet. It also takes 10 minutes as an action, so it's not great for in-combat use.

- Treat Deadly Wounds: This one takes a full hour, and expends 2 uses of a healer's kit. If you succeed, you restore a number of hit points equal to the creature's level, and if you beat the DC 20 by 5 or more then you add a bonus number of hit points equal to your Wisdom modifier. You have to do this within 24 hours of the wounds being delivered, and you can only do this once per day per target.

There are a few other uses of this skill (treating wounds from caltrops, long-term care, etc.) but these are the four most common uses. And chances are that most tables have only ever used the first-aid option. It's easy to think of this skill as one that falls by the wayside as you gain more expedient means of curing hit point damage, neutralizing poisons, and dealing with deadly wounds... but if you really want to invest in it, you can rev this skill up to the next level.

It's All About The Right Feats...


The feat you need to really juice this up is Healer's Hands, and it's found in the book Planar Adventures (the same book that gave us Magic Trick from How To Turn Floating Disk Into a Battlefield Spell). All you need is 1 rank of Heal and 1 rank of Knowledge (Planes), and you can take this feat. In short, it allows you to:

- Treat deadly wounds as a full-round action (instead of taking an hour).

- You don't take a negative for not using a healer's kit.

- You can use this action on a creature more than once per day, and if you beat the DC by 10 or more (it's a check of 30, for those keeping track), then you also get to add your ranks in Knowledge (Planes) to the hit points you heal.

You feeling better there, Jim?
Now, as a caveat, you can only use this feat's benefits a number of times per day equal to your ranks in Knowledge (Planes), and it only works on creatures that could be healed by positive energy. But say you're a level 10 character, you invested all the skill ranks, and you've got a high wisdom. Every time you treat deadly wounds on a fellow party member (without even needing a healer's kit, mind you), that's probably between 23 and 25 hit points you're giving them back (10 for their level, 10 for your ranks in Knowledge (Planes), and 3-5 depending on your Wisdom modifier).

At 10 times per day, that essentially gives you between 230 and 250 hit points you can restore without magic every day. Not a bad ability, eh? Especially if you add things like Healer's Gloves for that +5 competence bonus on your checks to make sure you hit that DC 30 reliably.

Then There's Skill Unlocks...


I'm the first to admit that there are not a lot of DMs who are willing to give players skill unlocks. First debuted in Pathfinder Unchained, they are an optional rule, but if they're in-play at your table then you can crack the Heal skill wide open.

And why is that, you might ask?
What you need to do is, when you get 5 ranks in the Heal skill, you take the feat Signature Skill. This gives you access to the skill unlocks for Heal, which start at 5 ranks. And every 5 ranks beyond that, you unlock another signature ability. Those are:

- Target recovers additional hit points and ability damage as if they'd rested a whole day.

- Target recovers additional hit points as if they'd rested a whole day with long-term care.

- Target recovers hit points and ability damage as if they'd rested for 3 days.

- Target recovers hit points and ability damage as if they'd rested for 3 days with long-term care.

We're going to have to do some math here to work this one out to its full conclusion. Because when you rest for a full day, you recover double your level in hit points, and 2 points of temporary ability damage. When you rest for a full day with long-term care, you recover at twice that rate.

So let's look at that level 5 unlock.

Assuming you make the DC 20 check on your fellow party member, you're automatically going to heal them for 5 hit points (their level). But with this skill unlock, you now heal them double their character level instead (10 points), and 2 points of temporary ability damage, as well. If you made the DC 25 check and you have a Wisdom modifier of +5, then you'll have healed them another 5 points, for a total of 15 hit points as a full-round action. 20 hit points if you manage to hit that DC 30 (unlikely, but possible with the right build).

And you'd be able to do that 5 times per day... putting your healing capacity at between 50 and 100 hit points, as well as 10 temporary ability damage, you could heal per day with no magic and not even a healer's kit!

The numbers just get more gross from there, my friends.
So what about at level 10? Well, the skill by itself heals them for 10 hit points. With the skill unlock, though, they recover 40 instead of 10, because it's treated as if they had a day of rest with long-term care (quadruple the normal healing). They also gain back 4 points of temporary ability point damage. Then if you hit the DC 25 check, you get to add your +5 modifier to bring that up to 45 hit points, and if you hit the DC 30 modifier you could bring that up to 55.

So the total here is between 400 and 550 hit points worth of healing in a day, as well as 40 points of temporary ability score damage.

The math only gets more nuts from there. At level 15 we're looking at more than 900 hit points per day of straight healing, and more than 70 points of temporary ability damage. At level 20, assuming your game goes that far, you could in theory heal over 2k hit points per day, as well as fix more than 200 points of temporary ability score damage.

Who says every party needs a cleric?

Useful, or Broken?


On the one hand, it could be argued that the skill unlocks provide you a meaningful way to make skills a bigger part of the game, and in this case to meaningfully heal fellow party members without the presence of a divine caster or potion spammer. However, when combining the skill unlock rules with this extraplanar knowledge of healing, you may find yourself dealing with a party that is all but immortal if they survive a given fight.

Tis but a flesh wound... have at thee!
Independently, the feat and unlocks are okay, if not great. My two cents, if you intend to use a system like this to replace the need for clerics and divine casters except in instances of permanent ability drain or negative level drain, then limit the number of times the character can use the feat Healer's Hands to their Wisdom modifier times per day (or perhaps double their Wisdom modifier per day, if you're feeling generous). That gives them the ability to meaningfully heal fellow party members with a skill, instead of magic, but doesn't give them the ability to wade through battle after battle for a full day without once casting a healing spell.

Just my two cents on finding a middle ground with this trick!

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

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

Monday, November 12, 2018

Warrior Spirit, A Fun Trick For The Pathfinder Fighter's Advanced Weapon Training

Fighters are one of my favorite classes because there are so many different ways to play them. Are you a tactician, using placement and teamwork to enhance your battle plan? Are you a brute, swinging the biggest weapon you can and leaving a trail of bodies? A nimble fencer who relies on pinpoint precision over power? An archer? A one-man barricade behind your tower shield?

The list goes on.

And let's not forget the prize fighters!
I thought I'd seen most of the tricks you could pull off with fighters. However, there's always a combination out there that surprises me. That's why I thought I'd share this one with all the other folks who enjoy this class as much as I do.

Unlocking Your Warrior Spirit!


Weapon training is something of a fighter's bread and butter. The ability to be extra dangerous with a particular group of weapons is a lot of where both your flavor and functionality come from. Normally when you hit level 9 you can opt to choose an additional group of weapons you're skilled with... but you also have the option to take an advanced weapon training special ability. This ability typically applies to any weapon in the group(s) you already wield, and they allow you to bend (and sometimes break) the rules for what a warrior should be capable of.

That's where the advanced weapon training option Warrior Spirit comes into the picture.

You ready to do this?
Warrior Spirit allows a fighter to pick any weapon from one of his weapon training groups, and unlock its true potential via a spiritual bond. Every day he can select one such weapon, and bond with it. The fighter gains a number of points equal to his weapon training bonus +1. While wielding that weapon the fighter may choose to spend one of those points to add an enhancement to his weapon equal to his weapon training bonus. These enhancement bonuses stack up to a +5 with any bonuses the weapon already has, and the fighter may choose instead to add one magic ability to his weapon in exchange for an appropriate amount of his bonus. The weapon must already have an enhancement bonus of at least +1 for that to work. This ability lasts for 1 minute.

What does that mean in common speech? Well, say that your fighter is 9th level, and picks up a regular old longsword, a weapon that is in their weapon training group. So in addition to their normal attack and damage bonuses they get with that weapon, they also have 3 points per day to activate this ability. So they can choose to spend one of their points to make that regular longsword a +2 longsword, or they could make it a +1 flaming longsword spending one enhancement bonus point to add a +1 magic ability to a weapon.

But what if the fighter already had a magic longsword? Well, then he could, say, make it a keen longsword by cashing in his enhancement bonus for that +2 magic ability. Or he could make it a holy longsword. Or add a +1 to the enhancement, and pick a +1 magic ability like shock, keen, flaming, etc.

In short, it allows the fighter to enhance their weapon the same way a paladin's holy bond or a magus's arcane pool would. However, unlike those classes, the fighter can add any weapon property they want, instead of picking off a specific list. Which is handy... but that isn't where this particular trick ends.

A Little Extra


This trick works best if you're going to focus on a single weapon group. Or, if you want to pick only a single weapon by taking the Weapon Master archetype, that works too.

So what you do is, as soon as you gain weapon training (5th level for standard fighters), you also take the feat Advanced Weapon Training. This allows you to add Warrior Spirit to your character at 5th level instead of 9th level, where you're going to get a lot more bang for your buck. If you're a Weapon Master, you can take this feat at 4th level.

If you want to add a little extra damage to your swings, you should also invest a few of your skill points into Use Magic Device (and if you're going to sling wands and scrolls, consider taking the background trait Dangerously Curious, too, to make it a class skill and to get a +1 trait bonus on your checks). Then at your next opportunity, take Weapon Evoker Mastery. This item mastery feat allows you to supercharge any elemental damage a weapon you wield deals. You spend a swift action to activate the feat, and then for the next round you add 1d4 of elemental damage to every successful strike (the element in question corresponding to whether your weapon deals acid, cold, fire, electricity, or sonic damage). The sheer number of attacks you can make as a fighter (and the number of types of elemental damage you can have on your weapon) can quickly add up... even if an enemy isn't weak against a particular element.

A Handy Trick


As with a lot of the mechanical tricks I have here in the Crunch section, this isn't something that will completely re-invent the fighter. And, at least by itself, it won't destroy an encounter. However, the ability to spontaneously alter your weapon to have the abilities you really need it to have when the chips are down is something that can pull your bacon out of the fire. Especially if you combine this trick with an already-solid build geared toward a particular fighting style.

Just a little food for thought!

For more of my work, check out my Vocal archive, or head over to my Gamers profile to see only my tabletop articles. And if you'd like to check out some of the videos I've put together with other gamers, stop in and have a listen to the YouTube channel Dungeon Keeper Radio!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, and Twitter! If you'd like to help support me you can give me one-time tips by Buying Me A Ko-Fi, or if you'd rather become a regular, monthly contributor you can sign up at The Literary Mercenary's Patreon page. Lastly, you could also support me by going to My Amazon Author Page to buy some of my books... like my new fantasy novel Crier's Knife!

Saturday, March 3, 2018

Delivering A Big Bang With The Underground Chemist

If you've ever sat at a table with me, you know alchemical items are one of my favorite things to use. To the point that I keep them around long past low levels, when most players sort of forget they're even a thing. While there have been more than a few occasions where a properly-utilized tanglefoot bag has put a serious monkey wrench into a DM's plan, most of the time alchemy stops being viable for anyone but alchemists by about fourth or fifth level (if we're being generous).

Which is why I love the Underground Chemist.

We're underground now, but don't worry, we'll be blowing up soon!
While the rogue gets a lot of hate (which has made my 5 Tips For Playing Better Rogues one of the best read articles in my 5 Tips series so far), the Underground Chemist is an archetype that lets you break a lot of rules. First off, at second level, it lets you draw alchemical items as if they were weapons, which opens up the possibility of using Quick Draw to get your full attack with acid, alchemist fire, and all the other goodies out there. You also get to add your Intelligence modifier to damage done with splash weapons, the same way an alchemist does. That's good times, right there. Secondly, at 4th level, you can sneak attack with a splash weapon. Provided it's your first attack of the round, that it's an attack on a creature and not a square, and that it meets all the requirements for sneak attack.

Those two things make flinging flasks pretty viable as an attack strategy. But if you combine them with a certain rogue trick, you can get a lot more bang for your buck.

Burn One Down For Me


In case you haven't dug through the lists of rogue tricks out there, there's one simply called Bomber. It allows you to make bombs as per the alchemist class feature, except that they deal damage equal to your sneak attack when they hit. And normally it doesn't allow you to add your Int modifier to the damage, but since you're an Underground Chemist, you have that as a class feature. Of course, the truly damaging part is when you catch an enemy flat-footed with your bomb. Because that is a two-for-one blowout.

So much for Vlacuul the Dread Necromancer. Next?
The sweet spot for this trick is when you can hit someone with one of your bombs under the conditions where it qualifies for sneak attack. Whether that's by having an insanely high Initiative modifier, downing a potion of invisibility, or just going for a target who can't see in the dark once you've snuffed the lights, you're essentially hitting them for double your sneak attack damage (once for the bomb itself, and once for the actual sneak attack with a splash weapon), plus your Intelligence modifier, in addition to any other feats and abilities you have. Even at 4th level, that can pack a punch. At higher levels, that could be on par with anything the evoker is going to throw out in terms of sheer dice volume.

Keep Your Options Open


While the combination of Bomber and Underground Chemist is a match made in some fiery, napalm heaven, it's important to remember that fire resistance is one of the most common varieties you're going to come across in the game. So remember to keep a variety of elements on hand, and to ensure you have an extra trick or two up your sleeve to ensure you're never out of options. Because, as any alchemist who's fought a demon will attest, you need something to fall back on.

That's all for this week's Crunch topic. While I haven't had a chance to put this particular trick into play just yet, I'm sure I'll share how well it worked. For more content, check out my Vocal archive, or head over to the YouTube channel Dungeon Keeper Radio where I work with other gamers to bring the world of Evora to life. To stay on top of all my releases, follow me on Facebook, Tumblr, and Twitter. And if you'd like to help support Improved Initiative, then either head over to The Literary Mercenary's Patreon page to become a patron, or Buy Me A Coffee! Either way, I'll send you some sweet gaming swag as a thank you for your help.