Showing posts with label unusual. Show all posts
Showing posts with label unusual. Show all posts

Saturday, September 11, 2021

Weapon Synergy: An Alternative to "Exotic" Weapons in Your Pathfinder Game

I've touched on a lot of different aspects of Pathfinder over the years. From spells, to skills, to character builds, to blow-by-blow playthroughs on campaigns, it seems like there's always something new to talk about. This week I wanted to focus on something that's always bothered me because it's both a limiting factor on mechanics, but also because it's one of those times where the mechanical limitation juts up so high that I can't cover it over with story reasons to make it blend into the background.

So today we're going to talk about "exotic" weapons, why I don't think they work, and some ways to adjust this for your game.

One man's exotic is another man's common.

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Let's Talk About "Exotic"


Folks who've been watching the development and changes in RPGs for the last little while have no doubt noticed there have been attempts to stop the use of "race" to differentiate between creatures, and to try use words like "species" instead. I'm doing this myself in my Species of Sundara series (the elf book is out for Pathfinder Classic and DND 5E for those who haven't checked it out yet). However, a lot of designers are digging deeper, and trying to find ways to change both the mechanics as well as the language we use to be more inclusive, and to leave behind older terms and ideas that have baggage attached to them.

I'd argue that "exotic" weapons are worth looking at for this reason.

Some weapons are more "exotic" than others.

There's a long list of exotic weapons in Pathfinder, and it covers everything from firearms, to sleeve launchers, to whips. However, as you look through the list, certain commonalities in general weapon type start cropping up. Weapons in this category tend to be associated with a certain species, or associated with a certain culture. And while one can argue that weapons that aren't widespread, or which require specialized training to use should be restricted, the problem comes with the use of the word exotic, and with how it may or may not apply to the story you're telling, and the background a character has.

Because at the end of the day, a lot of the weapons we see in these charts are very similar to one another in practice and use. The techniques for using a bastard sword aren't all that different from the ones involving a katana, a tetsubo and a greatclub are close enough that they probably couldn't legally get married, and the difference between a rope gauntlet, a cestus, and a standard gauntlet are so small as to be nearly laughable. The separation between them seems to be pretty arbitrary, and all it does is frustrate players, or force them to find workarounds to get the proficiencies they want, often at the expense of necessary resources.

So how do we make this more amenable without just throwing the baby out with the bath water?

Weapon Synergy


If you played Dungeons and Dragons back in the days of 3.5, chances are you remember the idea of skill synergy. Basically it said that, because you have been trained so well in skill X, and skill X is similar to skill Y, you will receive a bonus to represent this transfer of ability and knowledge. It was an idea that got left behind, but I think it could be reused to what I'm calling Weapon Synergy.

This feels unusual... but not all that unusual.

The idea behind this mechanic is that if a character is proficient in a particular weapon (or even armor) that is similar to a rarer or more unusual weapon, then that skill and ability transfers over. So if you're already proficient with the short sword, for example, then you would also be proficient with the wakizashi, gladius, and any other weapons of a similar style and type where the techniques and training would transfer relatively easily. The scimitar transfers over to the cutlass, the saber, etc. for the purposes of mechanics. If you are already proficient with both the sickle and the longsword, then a temple sword may take some getting used to, but not that much. If you're already familiar with punch daggers, then an ax gauntlet or a scissore isn't really that much different.

You could, if you wanted to, limit this feature so that players can only claim a certain amount of synergies at a time. Perhaps they only get 1 per so many points of Base Attack Bonus (every odd number seems fair), with additional bonuses from those who receive the Weapon Training background. Maybe they take a -1 instead of a -4 when using the synergistic weapon rather than the type they trained with. Those are just suggestions off the top of my head, but generally speaking, I don't see being able to use a wider variety of gear to be that much of a problem for the average game.

Whether you choose to limit it, or have it apply across the board, this idea can save you a lot of frustration when it comes to letting your players really untie the limitations placed on what they can and can't fight with. Because while some weapons have fun abilities or unique bonuses, none of them are so game breaking that allowing them to be used without spending a precious feat slot first will break the game.

I say this on behalf of everyone who's wasted a much-needed slot so they can one-hand a bastard sword.

"Uncommon" Instead of "Exotic"


The other thing I'd suggest is to use the category of "uncommon" weapons instead of "exotic". Because as I pointed out above, if you look at a lot of the exotic weapon choices (aside from things like the whip, the net, etc.) you basically have a weapon list that centers humans from a Western(ish) European setting as the default normal. And if a weapon or fighting style falls too far outside of that baseline, it trips and falls into the "exotic" category.

And the question that never seems to get asked is, "Exotic to whom, exactly?"

While I advocate using uncommon weapons as a designation, I would also suggest that this category should fluctuate based on where a game takes place, and where a character is actually from. Because if you have a character who was raised and trained in a particular culture, or by a particular species, then that would actually flip-flop what they consider to be normal and exotic. A noble warrior from an Eastern-inspired nation may never have seen the equivalent of the Dane ax with its 1d12 damage, but the katana would be the weapon he was trained to fight with, and to carry as his sidearm. Someone raised by orcs, or elves, or gnomes, might find the weapons and fighting styles of their adopted family and community came more naturally to them. And so on, and so forth.

This requires a lot more work on your part as a GM, and it means you need to communicate more with your players. You could even, if you wanted, have them trade proficiencies based on their unique backgrounds so they are customizing their history instead of using their backstory to just get free proficiencies that others at the table don't. But with so much of our games wrapped up in violence and the threat of violence, what our PCs bring to the battlefield matters. And there are so many fun, unique character concepts that people have just left behind because it took too many resources to make the more "exotic" choices work in their games.

Lastly, while we're on the subject of "exotic" weapon builds, my Tips For Building a Whip-Wielding Swashbuckler just got itself a facelift. If you want to see some of the gymnastics you have to go through to really crank up some unusual weapon choices, this guide makes a pretty good case for it in my opinion.

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

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

Saturday, April 10, 2021

The Farm Boy Paladin

"Every one of you will bow your heads," the snarling figure in the black iron helm bellowed as he walked among the gathered people of the square. The voice was deeper than it should be... more awful than any human throat could produce. "The Lord of Shadows will be merciful. You will be allowed your lives, in his service. Those who do not accept his terms will receive no others."

Men and women shrunk back from the figure as it stalked along the ranks. All but one. Dann Tanner stood tall and proud, his hands folded atop the hickory walking stick he always used when he made the journey into town. His rough woolens were patched with dirt and stained with sweat, his thick hair held back by a leather cord. He had his lips pursed thoughtfully, watching the creature. There wasn't a single line of worry, or fear on his face. The shadowy figure turned, and glared through its helm at Dann, but the farmer's son spoke first.

"Got to say, I don't think much of your master, or his terms," Dann said, shaking his head. "But I don't want people thinking I can't be fair. So you take your men, and you get on out of here. Show me a clean pair of heels, and we can all forget this ever happened."

"Or what?" The creature asked, a bloody laugh in its voice.

Dann lashed out, reversing his stick in his hands and putting his shoulders into the blow. The creature had ignored arrows and blades alike, but the knotted head of Dann's stick dented the side of its helm, and sent the figure sprawling into the dirt. It howled in agony, clutching at the steel, trying to roll to its feet. Dann kicked the figure with the strength of a mule, and the sound of bones cracking was audible to those who stood nearby. He hammered his stick down one more time, and the figure juttered before going still. Black blood poured from beneath the helm, smoking and scorching the ground where it touched. Dann looked round at the others, slapping the head of his stick into his meaty hand.

"You all heard my terms," he said, glancing around. "You accepting? Or are we going to have ourselves a disagreement?"

I'm ready whenever you all are.

More Than Knights in Shining Armor


When many of us think of paladins, we think of members of knightly orders with flashing blades and shining shields. Even if they were raised in another fashion, we usually think of them as leaving that old life behind once they hear their divine calling.

The Farm Boy Paladin is in direct opposition to this idea/aesthetic.

How in the hell does anyone see out of this damn thing?

Rather than simply being a character raised on a farm who then goes on to become a knight, the idea is that this origin defines not just who the character was, but how they continue to be. Because while a childhood of hard work in a remote area would give them strength, endurance, knowledge of how to survive in the wilderness far away from a town and neighbors, while also teaching them to use a variety of tools, it could also set their personality in meaningful ways. Everything from maintaining the values of hearth and home, to a reliance on one's neighbors, to honest work and helping those in need, it shapes a character in interesting ways.

And as I mentioned in 5 Tips For Playing Better Paladins, this makes for an ideal organic paladin (which is to say a character who hasn't joined any organizations, formally taken oaths, etc.). While the character might be raw and untutored, they still have all the power of any other paladin to throw around.

For those who want to go all-in on the idea, you can even apply the aesthetic to their weapons, armor, and mount. Maybe they start off with leather armor that looks more like a butcher's robe, and a quarterstaff. Since smite ignores all DR on evil enemies, it's entirely possible for a paladin to lay some serious hurt onto anything wicked with a stick, a thrown rock, or even just a boot in the ribs. The stocky plow horse they ride might be seen as just a common animal, but much like their master that horse could have a spark of the divine power within them that lets them ride into battle, trampling the corrupt and wicked under their hooves, allowing them to fulfill the paladin's mount feature if the player goes that route. The longbow he carries might be the same one he used to hunt game for the stewpot back home, and the raw Charisma he boasts could allow him to make friends and earn trust wherever he goes.

The idea behind the Farm Boy Paladin is that it puts his class all the way in the background, allowing the character's personality and mannerisms to stay in the foreground. In fact, if you don't actually tell the rest of the table that you're playing a paladin, you might be able to go half a dozen sessions before one of them finally puts the pieces together and realizes you're not a fighter, a ranger, or an unusually friendly barbarian.

For those who'd like a bit of comedy to go with this week's concept, take a moment to check out The 5 Awful Paladins You Meet in Your Gaming Career... I have a feeling we've all shared a table with at least one of them. And for those who love little tidbits of obscure history, or who want some insight into how this class became what it is in our popular fiction, take a moment to read What is a Paladin? to delve into the etymology of the word itself!

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!

Saturday, February 13, 2021

The Chosen (A Cleric Character Concept)

"But... why?" Gerald asked, the word coming out in a breath as he wrung his hands. "How?"

"Those are not our answers to have, Gerald," Constantine said, patting the young priest on the shoulder. "And they are, in the end, fruitless questions to ask. You should rejoice that our Lord has shown his favor to someone in our midst."

"Are we certain, though?" Gerald asked, his face still troubled. "She has no training. No schooling. She barely knows her letters. She was grubbing in a pig pen before the attack, and then-"

"And then the power manifested within her," Constantine said, cutting off his companion. "Our lord chose the steel, Gerald. It is not our job to question why, but to take up our rasps and cloths, and to shape and polish her until she reflects his light more completely."

"Of course," Gerald said, inclining his head. It was a contrite gesture, but his eyes said he was confused... and perhaps resentful. Constantine noted it. He would need to help Gerald douse those sparks before they grew into something worse.

"Now then, enough of this," Constantine said, taking Gerald by the arm. "Let us, instead, spend our energies where they may truly be useful."

She must learn control, if nothing else.

The Chosen


When we think of a cleric we usually imagine the character's class as their profession; a priest who is a living conduit to the god whose church they serve. After all, if a god needs someone to carry their power in the material plane, and to act as their representative, why wouldn't they choose from those who are near-to-hand who are ready and willing to accept that responsibility?

Well, perhaps it's because they are not the right tool for the job.

If a god needed a sword, there are plenty of priests who'd be willing to put their blood on the line for their faith... but perhaps it's the grizzled mercenary who has been tempered by years of battle that this god instills with their power. Perhaps they need a voice to spread their word, but rather than reaching to the pulpit, the god finds their vessel strumming a lute in a tavern and singing for whiskey shots and silver coins. There are many among the clergy who might be willing to travel and heal in their god's name, but a barber surgeon or bonesetter who has chosen that life to help others rather than to bask in the reflected glory of their deity's favor may be a better instrument for affecting change.

This is the idea of the chosen. Not that they have some great destiny ahead of them, or that they're instrumental in some grand design; they are, rather, the ideal tool for the job at-hand.

The bones have spoken!

The Chosen is a fun concept for multiclass clerics, or for those who have unexpected/unusual backgrounds, histories, or who don't seem to fit the role of a traditional, priestly character.

The go-to example is the cleric who has little to no knowledge of religious matters. They might be the person with calloused hands and rough speech, standing like a wolf among the sheep of dedicated holy men and women who've been brought up and educated by the clergy. They might be a scion of a noble bloodline who, to the surprise of many, has a glimmer of the divine right of kings that made them an ideal vessel for divine power. In some cases there may be no logical explanation for why a particular god chose a failed wizard's apprentice, a one-eyed orc warrior, or a butcher who seemed to be trying her best to just handle the demands of her trade.

Why these particular individuals were chosen is up to you, and your game master. Of course, if an immediate idea doesn't occur to you, or you prefer to leave the question up to the imaginations of the table, never give a concrete answer.

After all, the gods often work in truly mysterious ways...

Speaking of the mysterious ways of the divine, if you need a little on-hand mystery to drop, consider checking out 100 Random Oracular Pronouncements. And if you're looking for more ways to step outside the usual box when it comes to these particular divine casters, make sure you take a look at 5 Tips For Playing Better Clerics, too!

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!


Saturday, May 2, 2020

Everything is Weird in Fantasy RPGs (But That's Not How You Make a Character Stand Out)

Many years ago I got invited to play an RPG with a group I'd never met before. It was pretty large, and the general gist of things was that it was a high-fantasy world with a lot of magic and some rapidly advancing technology. The party, as I was introduced to them, included the following;

- A powerful psychic warrior who'd escaped from a brutal, repressive nation
- A halfling paladin who literally shown with a halo of light.
- A half-elf alchemist smart enough to understand the very fabric of the cosmos.
- A cyborg mercenary with a gambling problem wielding a sword that had slain a powerful lich.

There was one guy who was standing off in the shadows and playing it coy, though. Rather than just introduce his PC, the way the others did, he made a big deal about how there was this tall figure in a black robe that obscured his features. And he was carrying this huge scythe. Then he pulled back the cloth, revealing... well, basically exactly what you're expecting with that lead up.

Hey man, you got any twos?
The player had gotten super special permission from the DM to play a pseudo-undead race, and he had chosen to make this living skeleton a cleric of the god of death. It was, of course, then completely necessary to walk around in a ragged robe that really did very little to conceal what he was for long, and while carrying a big, obvious weapon. The loud kind of mysterious that is not, in fact, mysterious at all.

This player continually expected to get a big reaction out of this character, and he never did. And that's something I'd like to talk about today, because there are a lot of players (and DMs as well) who seem to forget that when everything is weird, the flip side of that is that nothing is weird.

The Fantastical Mundane


I talked about this over on The Literary Mercenary in Making Use of The Fantastical Mundane in Sci-Fi and Fantasy, but if you didn't catch that when it first came out, the concept is pretty simple. In short, the world you are in decides when something is or isn't unique, strange, or special. If you're in a setting where, for example, magic is rare and wondrous, then just the act of being a magical creature, much less a wizard or a sorcerer, would immediately make you a target of fear and awe. In a setting where magic is everywhere, though, it ceases to be a spectacle. In that sort of setting, sorcerers might be casting spells on street corners for pocket change, and levitating trains might run between cities on the power of ancient runes.

In New York, this is terrifying. In hell, this is Tuesday.
This is something a lot of players sort of forget about when making their characters. Base races, even the notably inhuman ones, aren't some impossible creature that only exists in stories. People have heard of them before, and in more cosmopolitan areas there may be entire neighborhoods of them. Whether you're a six-and-a-half-foot-tall cat person with a massive crossbow over your back, or you're a fuschia-haired, jade-eyed gnome riding around on a floating pink cloud instead of a mount, you might be unusual, but you're still mundane by the standards of the world.

Which is to say that you might get a, "Huh, haven't seen that before," or perhaps some curious questions or funny looks out in the hinterlands, but you're probably not going to cause riots simply by existing the way you would in a low-magic world.

Interesting Characters Are More Than Skin Deep


And we need to explore them over time.
A common mistake that lots of players make is to assume that making a character look weird, frightening, or unusual is the same as making that character interesting. It isn't. A standard human fighter can be the most interesting character in the party, and the drow wizard/assassin might be the most boring... it all depends on what's going on beneath the skin, and how you lead the rest of the party down that path to figure it out.

Let's go back to the overly-grim reaper for a moment.

To add some context to that introduction scene, it was the new PC being introduced to the squad he was going to work with through the adventurer's guild. They were in the middle of a major city, so even though the new guy had never seen a sentient undead before, there were dozens of possible explanations for what this thing was, and why it was here. It was unique, but it was far from unheard of just in the context of what one might see walking down the street in the high magic district.

But the character displayed no unique personality after that initial reveal.

As a cleric who seemed to be the party healer, the player missed a golden opportunity for the others to call him Bones (the age-old nickname for the sawbones). The character, post-reveal, could have offered a bony hand and apologized for the state of himself, but he was in the middle of conducting a service when he got the call to come in and thus was still in his "official" robes/costume rather than something a little more casual. Even something as simple as asking for alignment, deity of choice, and funerary rite preference should the new guy meet a terrible end while on a mission, as disposing of his earthly remains would likely fall to the cleric would have added some personality.

Any of those simple quirks would have instantly made the leper in the room into one of the most interesting characters at the table. Alternatively, if there had been some effort put into genuinely disguising what he was (say, being under a constant illusion spell that he never risked someone seeing through by avoiding physical touch whenever possible, or wearing actual concealing robes, veil, etc. that would have genuinely shrouded him), then it would have been a big surprise when the party realized they'd been traveling with a living skeleton this whole time. Combined with an interesting personality, that sort of long-term reveal could have been really interesting as well. But, alas, it's not what happened.

Solid concept for this game, by the by, so go check it out!

Get Weird (And Go Deep)


To address the other side of this coin, though, there are also a lot of players who claim that by picking a big, loud, colorful, or bizarre class or race that you are inherently less interesting as a character. This comes back to the Stormwind Fallacy (the idea that a mechanically optimized character cannot be roleplayed well, and vice versa), except that this time it's players arguing that the weirder, more unusual, or more inhuman a character is, the less roleplaying there will be as a result of that choice.

I would, instead, argue that the more inhuman, weird, or bizarre a concept or character is, the more opportunities you have to really embrace the things that make them strange and unique as characters.

Don't mind fluffy, he gets me where I'm going, and he's a friendly sort.
From the bizarre habits and comforts that inhuman characters have (such as a tiefling putting hot coals in his mouth to think, or an orc or goblin eating things that would never be acceptable to a human palate), to the bigger implications of their cultures, background, upbringing, and even their age, I fully endorse players getting as weird as a setting will allow and really stretching out into those roles.

As long as you're aware that what makes you interesting isn't the race on your sheet, or the levels you have in a given class. It's what you do with your character's personality, and how you make them stand out in meaningful ways that also bring the characters around them deeper into their orbit, and their story.

For more recommended reading and inspiration, check out some of the following:

- Reveal Details About Your Character Through Flavor-Based Skill Checks A unique strategy for bringing across your character's details, and getting other PCs involved in the process.

- 100 Random Mercenary Companies: If you are, of have been, a mercenary, then you likely carry some specific gear, linguistic quirks, etc. from that life that could make other folks curious about who you served with. Other entries that might provide similar background information include 100 Knightly Orders as well as 100 Gangs For Your Urban Campaigns.

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That's all for this week's Fluff post! If you've used this in your games, share a story down in the comments!

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 or my recent short story collection 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!

Saturday, April 11, 2020

The Antipaladin of Pride

Gadran knelt on the stone of the causeway, blood running from beneath his armor. His handsome face was cut, one eye swollen shut. His holy symbol had been scorched from his shield, and smashed from his armor. His breath was ragged, and as he swayed, his head bowed, he prayed. Above him, his opponent removed her helm. She case it aside, and looked down at him. Her face was full and lush, beautiful in the way that a sword could be beautiful. There was pity in her expression, but no mercy.

"The hammer of the gods," she said, speaking Gadran's title with contempt. "The shield of the realm. A warrior the likes of which is only seen once a generation, and this is what you fall to?" Valoran put the tip of her sullied blade beneath Gadran's chin and tilted his head up. She looked at him for a long, silent moment. "That is the problem with you, and with all the others like you, Gadran. All that power, but the only thing you know how to do with it is kneel."

She didn't wait for his response. There was nothing he could have said that would have surprised her, and she'd had enough of platitudes and empty writ to last her an eternity. She slid her blade forward, and walked past the Godhammer as he choked to death on his own blood.

All that potential, gone down to dust.

If You're Going Through Hell, Walk Like You Own The Place


Pride goeth before a fall, or so the saying goes, and if there is one flaw that's likely to lead to a paladin's fall from grace this is the one. Because when everyone tells you that you are righteous, that you do only good, and that you are the right hand of justice, it becomes very easy to equate your own wants and desires with what is right. While some paladins can step back to examine their own actions, spending time in contemplation in order to hold onto a humble perspective, others can't.

Those others often become antipaladins of pride.

So, you're approaching me? That's not wise.
An antipaladin of pride is an evil warrior who believes wholly and completely in their own powers. They take what they want, feeling themselves entitled to it. They may take foolish (or seemingly foolish) risks, such as fighting with their face exposed, giving their opponents advantages just to show how outmatched they are, or choosing to step in to personally make an example of their enemies rather than letting others fight for them.

However, an antipaladin of pride didn't get where they are without being cunning, vicious, and willing to do whatever it takes to achieve their ends. While they may come across as a narcissist (as many of them no doubt are), these antipaladins are willing to go to horrifying lengths to salve their egos, and to justify their pride. There is no weapon too dire, no god too blasphemous, and no deed too dark if it means they can, indeed, prove that they were right all along.

When One is Guided by Pride


When putting together an antipaladin of pride, it's important to follow one of the key pieces of advice in 5 Tips For Playing Better Evil Characters and ask what their motivation is, and how it ties into their pride. Are they out to conquer a kingdom because their counsel was ignored, leading to a lost war, or a revolt? Do they feel the gods turned a deaf ear to the suffering of others, putting all these petty rules into place, so they become judge, jury, and executioner, walking a darker path and proclaiming themselves above the gods? Are they killing their former brothers in arms, showing that they were always the strongest among their old order, and they should have been placed in rulership over them?

Swear your oaths anew, and when you rise you will be stronger than you ever imagined.
The thing to remember is that, while satisfying one's ego should always be a key part of an antipaladin of pride's modus operandi, they can be very complicated individuals within that framework. In fact, many of them may see themselves as obligated to look over those they deem as their people, because who else will do it? In some instances this may lead to crazed despots who demand the public sing their praises, but it could also lead to intensely loyal nation stations who view the antipaladin as a benevolent dictator despite their wars and the summoned demons who guard their black palace. The antipaladin protects them, and for that the people will worship them.

It's also important to make sure you know how your antipaladin of pride will fit into a group, and how they work within a party (whether they're good or evil, as the Tyrant with their LE alignment can often work with those of a varied background). In this situation, don't bring a character who flies off the handle and demands a duel to the death whenever someone criticizes them. Instead, it might be a better idea to bring someone who can act as the party's face, and who may think of the others as their minions (though it would be rude to call them such). Perhaps they will only put forth a minimal effort unless they deem a threat worth their attention, or they will lord their unique capabilities over the others, such as an antipaladin's immunity to the effects of disease, using their ability to spread a contagion to cripple a city and all its inhabitants as proof they are the most powerful among their companions.

These characters may come across a little arch, and slightly operatic, but those are things you should lean into if you really want to have fun with them. Whether you're going for a Darth Vader or Dr. Doom vibe, just remember, you didn't fall... you dove, just to show you could.

Lastly, if you're looking for some wicked inspiration, check out my most recent release 100 Cults to Encounter, as well as the recent Electrum seller 100 Random Bandits to Meet where you'll meat cannibalistic killers, as well as legendary bandit captains like the possessed Darkskull!

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 dungeon master.

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 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!

Sunday, February 9, 2020

It Only Has To Happen Once (Weird PCs, and The "Special Snowflake" Argument)

There is an argument that happens a lot at gaming tables, and it's one that's confused me the older I've gotten. It is, in general, the idea that wanting a player character to be unique or special in some way is inherently bad, and that it somehow represents poor storytelling on the part of the player proposing the idea (or on the part of dungeon masters who allow such characters).

Sometimes it's a player who wants to bring in a race that isn't typically seen in a certain environment. Other times it's a desire to play a certain class that's deemed unusual, or even mastering a strange method of magic, or esoteric fighting style. But any time someone asks to bring in a character that has something weird, wild, or unusual, there's all too often a push back against it purely because it's something out of the norm.

This is a bad habit, and it's one that I think we should all step back to examine.

Seriously, guys, calm down.

PCs Are SUPPOSED To Be Special


If you are playing a long-term campaign where the party is supposed to achieve a goal and maintain its cohesion all the way to the end, then the PCs should stand out, or be special in some way. It isn't required, but it is certainly well within the genre if you look at most of the classic examples from modern fiction and well-known myths.

Drizzt Do'urden is probably our go-to example as a drow who finds his views apart from his people, and who adventures away from the Underdark, but he's far from the only example. Logen Ninefingers (and his anime counterpart Guts) are both sensitive to the world of spirits, and achieve feats of violence and bloodshed that leave others in awe. Hercules is the son of a god, and has a strength so prodigious that in one play he literally puts death itself in a headlock until it returns a friend's wife. Oedipus is the secret son of a king, and a child of prophecy (tragic prophecy, but prophecy nonetheless). The crew list for the Argo was a who's who of heroes and champions, all on a quest for the golden fleece. The dangerous ranger who goes toe-to-toe with half a dozen undead kings is actually an 80 year-old prince in love with the daughter of an elf lord who by rights should be wielding a mystic sword spoken of only in legend.

Then there's this white-haired, golden eyed, regenerating ladies' man.
The point I'm getting at is that PCs are not supposed to be randomly-selected extras who've just been promoted to starring roles. They are the ones with the skills, the drive, and often the unusual abilities to step up and do what other people can't... because if someone else was already handling the problem, then we would be telling stories about their exploits instead.

So if a thing exists in the game world, and it is available to players, there's no reason to blanket-deny it to someone who asked for it.

And as the guy who wrote both 100 Unusual Aasimar and 100 Tieflings To Meet in Your Travels, trust me, I'm no stranger to slotting in weird, wild, and bizarre character concepts.

The Drizzt Problem


I can hear a lot of DMs out there clearing their throats, and preparing comments that they've seen far too many players who want to just make versions of some of the characters I mentioned with the serial numbers filed off. They're not putting in their own creativity, or trying to make the character their own in any way, they just want to change the name and be Drizzt, or Strider, or Guts.

To that I ask you this one, very important question: Why does that matter?

Seriously... because I know we've all done our own version of this. Heck, I wrote the conversion!
If the race, class, and abilities your player wants are clearly influenced by a particular archetype of character, and they're willing to make that character work in your game, who cares if it's their own take on a popular archetype? Because Batman is just Zorro without the horse, Zorro is just the Scarlet Pimpernel with a different accent, and so on, and so forth.

Your primary concern as a DM should be that your players are having fun, and playing characters they enjoy, which add to the game. If everyone around the table enjoys their take on something, then it will make the game better. Also, if you let a player get that experience under their belt, next time around they're more likely to do something different, and to stretch their legs a bit. Whereas if you tell them no, they're just going to want to do it more because they didn't get a chance to try it out. I speak from personal experience here both as a player, and as a DM.

Rarity is Not an Excuse, Either


 The other major argument that I'm sure someone was getting ready to make is that rarity should exclude players from having certain character types. The more uncommon a race, class, etc. is, the more reason you have to say no to it.

I'd actually take the opposite view of this. If something exists in the setting, and it is available for PCs to have, then there should be even less reason to say no to it because by its very nature it's going to fit into the mold of someone (or something) bound to have adventures worth following.

A tiefling warlock who uses the powers of hell to battle fiends? Baller, let's roll!
The rarity argument makes no sense, because we are not choosing the PCs we play by looking at world demographics and picking what makes the most sense based on that spread. Otherwise 99 percent of all games would just be human peasants being slaughtered by wave after wave of goblins. You pick a PC for their ability to actually solve the threats the party is facing, and because their unique flavor appeals to your palate.

And if something "doesn't fit" in a particular location, then it's your job to sit down with the player and figure out why this character ambled into town.

Heard you had a monster problem. Might be able to help with that.
I talked about this in The Non-Problem of Making Monks Fit Your Setting, as well as in DMs, Please Stop Arbitrarily Limiting Race Choice in Your Games, but it still bears repeating. The world is a big, wide-open pile of nonsense, and getting a character from one end of it to the other is often way easier than we seem to think it is.

For example, say a player wants to play a character who's been schooled in the art of the Broken Fist. It's a powerful fighting style that has a particular tie to a nation half a world away from where your game takes place. So, how did the PC get there?

- They Walked: Caravans and ships are canonically everywhere in most settings, and there's nothing to say that a student of this bone-breaking martial art didn't simply walk until they found a place where their skills were needed.

- They're Already Local: If someone was a local who was schooled by a retired master of the art, then they're in the area you need them to be, and for bonus points they're someone known to the neighborhood/town. You could even throw in some tension with their master over how this art should be used, with the student electing to do the right thing despite their teacher, or their teacher sending the student to help as a test of their skills.

- They're With Someone Else: The barbarian puts their sword into the fight, but the initiate of the Broken Fist has been traveling with them, and can't let their friend go it alone. How did Han and Chewie get to the middle of nowhere when the plot needed them? Who cares, they're here now, and that's what matters.

Whether the PC is a demon-blooded sorcerer who really just wants to help, or one of the last of a clutch of lizardfolk looking for revenge, as long as the player has an explanation for why they are here, that's all that matters.

Because even if only a small percentage of the game world qualifies for a certain class, or is born as a certain race, what's the point of that argument? 1 percent of billions of creatures is still millions of potential candidates! Having an entire party of "rare" creatures and specialties is not all that unusual, and is something you can explain pretty easily between mercenary companies who specialize in outcasts (like The Devil's Own in 100 Random Mercenary Companies), traveling circuses, fleeing refugees, and the bloodlines of previous generations of adventurers who stopped in every tavern and brothel they could find to spend their loot. So if your urge as a DM is to say no, and fold your arms until everyone goes back to dwarven fighters and elven rangers, ask why you feel that way. What are you gaining from denying your players the options they want to utilize which exist in the setting you're running?

Your players might make do with a secondary PC idea they've had laying around. But if you give them that weird, wild thing they asked for? They will typically fight tooth and nail to make the most of it. Just something to think about.

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post! If you've used this in your games, share a story down in the comments!

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 or my recent short story collection The Rejects, then head over to My Amazon Author Page!

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

Monday, May 13, 2019

The Mutant Sorcerer

Before we get started with this week's Unusual Character Concepts post, I wanted to take a moment to draw your attention over to the right side of your screen. You should see an ad for my sword and sorcery novel Crier's Knife.

If you're interested in seeing more of my fiction, keep an eye on that spot. Whenever I come out with a new book, that's where I'm going to put the cover and link. Since I've got something in the works right now, and I just finished my latest giveaway for Crier's Knife, I figured I'd give folks who hadn't read it yet a chance to grab a copy before the new release hits.

Anyway, on with this week's post...

No there's nothing weird in my family... nothing!
 
The boys had left with their heads held high, spears in hand, each bragging they were going to find the greater glory on the field. Only half of those who left returned, and none of them came back the same. Some were missing arms, hands, legs, or eyes... others had changed in ways that couldn't be seen from the outside. Until something happened.

Chase sat at the corner of the bar, hunched over a cup of spiced tea. He had his hat pulled low, and he kept his eyes down when people came in. Some nodded, or offered a hello, but no one came close. Until the outsiders arrived. Loud and crude, with the air of soldiers of fortune, they spent gold on anything they saw. Drink, food, and they even attempted to spend it on the girl waiting their table. She laughed as if it were a joke, but the strangers didn't care for that. They pulled her close, refusing to let her up. While they laughed and jibed, the air in the tavern grew thicker... like the closeness before a storm.

"Let loose," Chase said to the men. He hadn't gotten up from his seat, or turned to face them, but there was no one else he could have been talking to.

"Or what?" the captain of the little mob asked, rocking to his feet. He stormed across the boards, and grabbed Chase by his collar. "What are you going to do about it?"

There was a flash, and a boom as the air was split asunder. The captain stumbled back, clutching at his hand. He screamed like a gelded horse, the flesh of his sword hand charred black, smoke rising from the bones poking from the wound. Chase stood, turning to face them. The air was growing thick again, and sharp sparks split the air with the sound of cracking pebbles.

"That is what I'll do," he said, staring at the men with eyes that had seen the elemental wizards of Bardan-Brashen, and which carried the marks of the storm lords power in the old scars he'd brought home from that battle.

The Mutant Sorcerer


Sorcerers are generally thought of as the progeny of powerful bloodlines, whose magics manifest as the sorcerer grows and matures. Those whose ancestors once lay with dragons or djinni, or who have inherited the raw power of the elements, or the wild potential of unbound magic. There are some sorcerers, though, who have no such ancestors. Instead, they survived strange, uncanny events, walking away from them changed in ways that are hard to explain, and even harder to control.

They came out of the experience... mutated.

She could hear the voice of the stars... practically reach out and touch it.
 
Mutant sorcerers can be caused by any kind of exposure to powerful essences, whether that exposure was accidental or purposeful. Whether the character was a caravan guard accidentally exposed to a potent magical blast when her cargo was commandeered, a warrior who managed to withstand the spells of an archmage, a baby in the womb when their mother was swathed in the fell energies of a necromantic ritual, or someone who was the subject of unusual alchemical tests and trials, there are a hundred different ways a sorcerer may have acquired their mutation.

Just look into a comic book, and you'll find all sorts of inspiration.

The degree of mutation can be subtle, or it can be crazy, whatever makes you happy as a player. Someone with ice running through their veins might feel chill to the touch, their once black hair now shot through with blue-white streaks. Someone who died, went to hell, and was resurrected may have brought a little hellfire back with them, turning one of their eyes black and leaving a slow crust of red scales crawling up one arm. An apprentice who was caught in a blast when their master's tower exploded might find themselves filled with the raw potential of wild magic, but lacking the knowledge (or guidance) to actually control it. This might cause their hair, skin color, eye color, or a slew of other features to shift and change the more they dip into their weird admixture that now lives inside them.

Who Takes A Mutant In?


Mutant sorcerers may be even more unusual than traditional ones, lacking a pedigree to establish who you are or where your powers came from. You might find yourself shunned and feared, especially if your mutation gives you a strange or unsightly appearance in addition to powers others don't understand.

So another question you should ask is where do you go if your old life can no longer support you after your change? Do you withdraw into a monastery, attempting to find guidance and routine to help you control the power burning within you? Do you seek out an arcane school, risking a fate as a laboratory subject if it means they can help you... or cure you, if your mutation is something that has made it impossible to return to the life you had? Do you try to find others like you, who've survived terrible ordeals and found themselves changed by them?

Alternatively, do you turn to the renegades, rebels, and rogues of the world, hoping your powers may garner you a place among their ranks? Groups you might find in:

- 100 Mercenary Companies: Whether you can call down lightning, or breathe acid like a dragon, there are few free companies that would pass up the raw power of a sorcerer, any sorcerer, in their ranks.

- 100 Bandits: Whether you ride with the Darkskull, or count yourself among the Tin Men's ranks, might makes right in the world of highwaymen and robbers. A show of arcane force is often enough to stop resistance before it starts, making you a valuable member of any gang.

- 100 Pirates: Buccaneers and river ruffians need all the muscle they can muster, and a sorcerer (even a mutant with a disfiguring scar from the ordeal that empowered them) can be a potent weapon on the seas. Not only that, but a pirate's life might be the cause of your mutation, bringing you to cursed islands, ancient treasure hoards, or forcing you to fight denizens of the deep.

There are all kinds of twists and turns you can take with this particular concept. Just remember that you are limited only by the stats you roll up, and your imagination when it comes to who your sorcerer is, and what led them down this particular path.
 
Lastly, don't forget to check out my 5 Tips For Playing Better Sorcerers for additional inspiration!

Closing Links and Other Places You Can Find My Work


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.

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!

Saturday, June 10, 2017

The Artistic Wizard

"If I might have your attention, please," the man in the black jacket and tails said. The hooded men turned, frowning at the wild-haired musician who had stepped out the back door of the tavern, and into the mouth of the alley.

"You don't want that, old man," one of them said, brandishing his thick, ugly blade. "Go back to your drink, and leave us to our work."

"I'm afraid I just can't do that," he said, drawing a slender, ebony wand from nowhere. He raised his hands, a maestro ready to conduct an unseen orchestra.

"The bloody hell does he think he's doing?" one of the footpads asked.

"Get down!" the third shouted, rolling behind a hefty stack of crates.

"And now," the conductor said, fire in his eyes as he smiled. "Allow me to play you the Symphony of Destruction!"


A one, and a two, and a...


Magic Is An Art


When we think of wizards, we tend to think of those who have mastered the arcane science of magic. When you say the right words, make the right gestures, and present the right focus or material component, then you get a certain result. However, as I mentioned in both What Do Your Verbal and Somatic Components Look Like? and What Does Your Spell Preparation Look Like?, every spellcaster does things in their own unique way. Some cast in infernal, others in orc, and some prefer classic draconic, for example. Some cast in big, sweeping gestures, others in short, sharp thrusts. Some casters use fresh material components, and others have learned how to work without them (as long as they cost less than a gold piece).

Which proves an important point; magic is an art just as much as it is a science.

Sometimes it's an industrial art, but it's an art nonetheless.
 
Now, you have to have all the necessary components to get the results you want... but the artistic wizard assembles them in a way you might not expect.

For example, the conjurer might sing self-composed hymns to summon celestial creatures. The illusionist might paint on the air with a brush that is also a wand. The abjurer might draw symbols on their skin, or those of their subjects, creating unique brands and images to represent their spells. Or an evoker could conduct the flow of lightning and fire as if it were a concert that only he can hear.

The key to designing an artistic wizard is to ask how they see their magic, and how they use art to empower it. Music, language, painting, poetry slams, rap battles, interpretive dance, and any other form of art that can be done on the fly can work with this concept. And, while you won't technically need ranks in the Perform skill (since not all art is good art, and it's more to focus your magic than to impress the audience), it can't hurt if you have leftover skill points. For some spells it might even be possible to create more permanent pieces of art, such as using a sketchpad as part of a divination spell to ask questions of the gods, or making a pot to shatter when casting a foretelling. The limits are your creativity, and what your DM will let you get away with.

Because we tend to think of wizards as stodgy, set in their ways, and gray with learning and wisdom. But of those who went to college, surely some of them got liberal arts degrees, and used that to launch a career as an adventurer?

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

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, January 13, 2017

The Urbane Druid

Lydia Nightshade is one of those people who seems to know everyone. She's at all the most exclusive galas, she's never denied entry into the city's most secret night spots, and it seems like she can bend the ear of anyone in the ruling elite with her charms. All it takes is a flash of her big doe eyes, and a hint of her playful smile, and people turn to putty.

What is her game, though? Why does she cultivate this garden of influence and friendship? Well, because someone has to speak for the trees, and she knows that if she can put her words into the mouths of the powerful that this place of brick and mortar could become a sanctuary for the green in every form it takes.

Of course it's this season. Spider silk and moonbeams. Where did I get it? Darling, you'd never believe.

The Urbane Druid


As I've said time and time again in posts like Make People Interact With Your Character (Not Your Class), we tend to get hung up on archetypes, and ideas when it comes to RPGs. Wizards have long, gray beards, rangers all have chin stubble, and clerics will tirelessly try to recruit you onto their worship team. We tend to forget that most of the things we associate with certain classes just aren't written into the rules. In this case druids and barbarians find themselves in the same boat. Both of them have traditionally been associated with the wild places of the world, but nowhere in the rules does it say you have to live in the forest and forsake the glory of corner coffee shops, and late nights at the pub.

Though you may need special dispensation for your +1.
 
Just like you can choose to use the urban barbarian archetype to immerse yourself in the feel of a city-dwelling savage, you have the option of playing an urban druid. But while that's one way of doing it, that's not what the urbane druid concept is about. Rather, the urbane druid is someone who embraces the manners, social charm, and culture of the city, with a twist. They subvert the rules, bringing nature into places no one expects it to be. They are the ones who set up animal rescues, and who tend to public parks. They're the ones who teach new generations how to respect nature, and how to reap its benefits without harming it.

And, when necessary, they're the ones who step-up to protect the green inside the city walls. Sometimes that means unleashing raw magic, and the fury of the beasts... but just as often it can be a subtler, more insidious sort of defense. Swaying hearts and minds, until even those who were once your enemies can't remember why they ever disagreed with you. And doing all of it with a smile on your face, and a clever witticism ready on your lips.

That's why I'd recommend the Feyspeaker archetype for this concept. Not only that, but you can take background traits like Friends in High Places, or Clever Wordplay to help boost your powers in the social arena, and navigate the eddies of the city's power structures.

Sure you lose out on summon nature's ally as a class feature, and you take a hit to your BAB, but there are bonuses, too. You gain enchantment and illusion spells, for a start, along with a slew of social skills. Most useful, though, is the fact that you cast using your Charisma modifier rather than your Wisdom modifier.

And with the power of the fey sliding through your voice, those fools on the city planning commission don't have a chance. The park will grow, it will thrive, and like ivy, the green will awaken the city's stony heart.

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

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!